November 30, 2025
Healthcare: Yidu Tech (医渡科技) disclosed a “digital avatar” (数字分身) approach positioned as a way to scale specialist clinical experience so it can serve more patients, framed alongside ongoing upgrades to its YiduCore algorithm engine (YiduCore) and reported mid-year financial performance narratives in which the digital avatar is treated as a concrete productization of clinician know-how rather than a generic chatbot.
Marketing: JD.com (京东) used its digital human Ava (Ava) as a branded virtual IP, describing Ava as built on the JoyAI large model (JoyAI大模型) and used in a cross-brand IP collaboration with Lenovo (联想) around the “Legion” line, where Ava is cast in an immersive narrative role that shifts from “virtual songstress” framing into an adventure-story protagonist for the Lenovo Legion theme; Baidu (百度) was cited via its virtual digital human Duxiaoxiao (度晓晓) entering Taobao (淘宝) as an emotionally oriented, model-driven interactive persona intended to increase engagement and conversion in commerce contexts; Keyi Yun (客易云) was presented as offering a digital human livestreaming system positioned for fast-moving consumer goods marketing, emphasizing virtual-host style live selling as a practical deployment model for digital human video in competitive retail categories; Silicon Intelligence (Silicon Intelligence; 硅基智能) was described as scaling to a very large inventory of digital humans and pursuing an IPO narrative that explicitly ties the sector’s growth to both technical progress and compliance discipline, with Tencent (腾讯) and CMB International (CMB International; 招银国际) named in connection with its financing backdrop.
Enterprise And Public Services: a public resources trading scenario in Optics Valley (Guanggu; 光谷) described an AI virtual person “Xiaoyi” (小易) as providing continuous “on-duty” oversight while an AI-assisted bid evaluation system reduced review time, framing the virtual person as an operational witness/attendant layer rather than a front-office mascot; Dunhuang’s government service center described an AI consultation digital human used to answer citizen questions while staff coordinate through a unified platform, positioning the digital human as a scalable first-line service interface inside an administrative workflow; Career International (Career International; 科锐国际) was described as showcasing “digital avatar” products within an AI-driven talent services stack where AI participates in resume screening, candidate communication, and matching, treating the avatar as part of an end-to-end “human–AI collaboration” recruitment operating model rather than a standalone character.
Culture And Education: a library reading/patron experience described an AI digital human version of Lu Xun (鲁迅) used for guided tours and collection recommendations, treating a literary figure as an interactive cultural guide; Hunan Provincial Museum’s Xin Zhui Lady 3D digital human project (辛追夫人3D数字人项目) was described as using an AI-driven restoration model to support cultural heritage interpretation, connecting digital human presentation to reconstruction and conservation-adjacent pipelines rather than only exhibition media.
Synthetic Personas And AI “Clones”: Shifang Ronghai (Shifang Ronghai; 十方融海) was described as creating an “AI clone” gift for athlete Mo Jiadié (莫家蝶) called “AI Momo” (AI莫莫) that claims to replicate voice, personality, and even a thinking style, framing it as an emotionally salient personal companion artifact tied to a sports milestone rather than a generic assistant; a separate discussion of the “AI clone/companion” market referenced a paid emotional companionship product category and noted an example service that stopped operating in 2024, highlighting risk narratives such as users developing misconceptions about the reality status of AI conversations without naming a specific operator in the excerpt.
November 29, 2025
Government And Public Services: Chongqing Municipal People’s Government (重庆市人民政府) signaled a policy direction that links “digital human” deployment to the broader digital-RMB agenda by proposing to upgrade the China–Singapore bilateral cross-border digital RMB settlement pilot into a “China–Singapore Digital RMB+” model, while Nanjing Yuhuatai District Government (南京市雨花台区政府) was described as operating a 24/7 public-service consultation interface through the digital human “Shiyu” (诗雨) inside a district government building; in parallel, Fuzhou Daily (福建日报) reporting carried by Fuzhou News Network (福州新闻网) described a public-safety/urban-governance scenario framed as “street police kiosks + AI digital humans” supporting an integrated patrol and prevention system, and Xihu District in Nanchang (南昌市西湖区) was described as exploring digitalized management for the Wanshougong Historic and Cultural Street area (万寿宫历史文化街区) as part of place-based governance modernization.
Culture And Tourism: A tourism-marketing example in Weihai, Shandong was framed as a promotional film built around a “digital human invites you to visit winter Weihai” concept, while a museum/heritage interaction case in Hubei described a card-based product in which each physical card embeds a self-developed AI chip and, when tapped to a phone, “wakes” a corresponding cultural-relic digital human that can conduct interactive guidance at scale across a large museum network; in Guangzhou, coverage around the 2025 Guangdong–Hong Kong–Macao Greater Bay Area Cultural Industry Investment Conference referenced “digital humans” and “intangible-cultural-heritage large models” as practical landing cases in the culture-tech fusion narrative, and in Shandong, Shandong Digital Culture Group (山东数字文化集团) and Shandong Rail Investment Group (山东铁投集团) were reported to have signed a strategic cooperation agreement that explicitly included digital-human co-construction, industry large-model development, and data-factor transformation, positioning digital humans as one component of institutional cultural digitization and data-asset workflows.
Education And Human Capital Services: In Gansu, a classroom scenario was described where a “digital human teaching assistant” supports teachers by introducing multi-disciplinary content such as history and geography, while the Third National Human Resources Service Conference (第三届全国人服大会) was characterized as highlighting applied AI workflows that explicitly included AI digital-human interviews and large-model-driven talent matching, treating digital humans as front-end interaction layers for recruitment and matching services rather than as standalone media characters.
Enterprise, Productivity, And Data Infrastructure: Inspur Communication Information (浪潮通信信息) was reported as supporting a Gansu telecom operator (甘肃某运营商) in building a “fully stack, autonomous and controllable” resource capability center; within the data-governance portion of that build, the system was described as embedding more than 9,000 quality-audit models spanning data business and network management, alongside “scenario-based quality-inspection digital humans,” implying a pattern where digital humans function as operational interfaces to governance, audit, and quality workflows rather than as consumer-facing spokescharacters; separately, a Sichuan “red archives knowledge base” case developed jointly by Sichuan Provincial Archives (四川省档案馆) and Sichuan Daily Newspaper Group (四川日报报业集团) was described as adopting a “corpus + large model + digital human” architecture and training on tens of millions of Chinese characters related to wartime history, framing the digital human as a conversational/interactive surface on top of retrieval and generation pipelines.
Marketing, E-Commerce, And Brand IP: Silicon Intelligence (Silicon Intelligence, 硅基智能)—described as founded by Sima Huapeng (司马华鹏) and backed by Tencent (腾讯) and China Merchants Bank International (CMB International, 招银国际)—was portrayed as scaling a large inventory of digital humans and seeking a Hong Kong listing narrative tied to “digital human first stock,” while Baidu (百度) was described as accelerating industry-normalized adoption of AI digital-human livestreaming by globally opening its Huibo Xing digital-human technology (慧播星) and citing a Double 11 period statistic that a high share of Baidu e-commerce merchants used AI digital-human livestreaming; BlueFocus (BlueFocus, 蓝色光标) was described as commercializing an integrated production-and-distribution stack that includes an XR studio capable of rapid ad delivery, a virtual person “Su Xiaomei” (苏小妹) used in livestream commerce with a reported single-session sales milestone, and a broader virtual IP matrix spanning culture-and-tourism and e-commerce scenarios, alongside ecosystem references to Microsoft (微软), Google (谷歌), and Meta (Meta) as large-platform counterparts; JD.com (JD, 京东) and Lenovo (联想) were described as running a co-branded “digital human IP” collaboration tied to Lenovo’s Legion gaming line (拯救者), explicitly positioning digital humans as IP assets for immersive marketing rather than as purely functional sales agents; and in Hangzhou-focused ecosystem reporting, Xmov (Xmov, 相芯科技) was described as having established partnerships with Alibaba (阿里巴巴) and ByteDance (字节跳动), with public cases framed around improving conversion in e-commerce livestreaming through digital humans and with an additional note that it was selected into Hangzhou’s “Kunpeng Plan” key enterprise list (鲲鹏计划重点企业), grounding its digital-human positioning in both performance marketing and local industrial policy signals.
Communication, Interaction, And Media Generation Technologies: Chengdu Weierxin Industrial Co., Ltd. (Chengdu Weierxin Industrial, 成都威而信实业有限公司) was reported as obtaining a patent for an AI-digital-human communication conversation interaction method and system, indicating a focus on dialogue/session interaction as a technical object in its own right; Goodsheng Digital AI (Hangzhou) Co., Ltd. (Liangsheng Digital, 良胜数字人工智能(杭州)有限公司) was reported as receiving a patent for a real-time, bidirectional visual interaction method and system for digital humans that explicitly references camera invocation as a mechanism for interaction; ST Diweixun (ST 迪威迅, 迪威迅) was described in corporate disclosure terms as having a “digital character” rapid-generation system aimed at efficiently creating digital personas to support diverse virtual-role needs and interactive digital experiences; and broader “virtual person livestream” and “AI video generation” references included LeMiCa (LeMiCa) being cited in the context of accelerating AI video creation used for hyper-realistic animation and virtual-person livestreaming, while Trip.com Group’s homestay platform Tujia (Tujia, 途家) was described as launching an immersive AI room-selection experience that includes a dialect-capable digital human, appearing alongside Airbnb (Airbnb, 爱彼迎) in the same travel-product-upgrade context as a point of comparison for personalized travel product iteration.
November 28, 2025
Healthcare: Gushengtang (固生堂) was reported as using an “AI avatar” product described as a “national TCM doctor AI double” to support its traditional Chinese medicine service workflow, with an August launch date and cumulative service volume reported as approaching one thousand user-service instances; the same reporting frame treats this as a clinical-facing AI persona intended to extend consultation and service touchpoints rather than a static promotional figure, positioning the avatar as part of operational digitisation for diagnosis-and-service delivery in a TCM context.
Enterprise And Commerce: ByteDance (字节跳动) appears in two distinct reported uses of virtual being–style systems, with Douyin (抖音) described as enforcing platform rules for virtual-human livestreaming that require prior registration of the virtual persona and mandate real-person driving for real-time interaction while prohibiting purely AI-driven interaction and requiring prominent labelling, and with Doubao (豆包) described as being used by parents as an “AI double” and as a gateway to additional learning-oriented companion roles within an agents/assistants area oriented to child support and study; separately, Kuaishou (快手) was reported as placing requirements on merchants who use virtual humans for commerce, and China International Influencer Group (中国国际网红集团) was reported as integrating AI recommendation and virtual-human capabilities into entertainment-content operations with a quantified claim of substantial content-production efficiency gains under a “digital + culture” model aimed at scaling culturally oriented output and distribution.
Finance: China Construction Bank, Shandong Branch (中国建设银行山东省分行) was reported as presenting a virtual digital human named “Long Zhiwei” (龙知微), described as being based on a real employee and implemented with a stack including motion capture and 3D modelling to support interactive engagement at a financial-technology exhibition setting, framing the character as an in-person-facing interactive service persona rather than a purely online mascot.
Culture And Tourism: A metaverse experience venue was reported as using an AI digital human representation of “Lu Xun” (鲁迅) to provide guidance and recommendation functions including visitor orientation, collection-related recommendations, and introductions to local food and cultural-tourism points of interest, with the creative role attributed to a team connected to the Central Academy of Fine Arts, School of Design (中央美术学院设计学院), positioning the avatar as a culturally anchored guide persona designed for public-facing interpretation and tourism-style assistance rather than a generic conversational agent.
Enterprise Platforms And Industrial Metaverse Products: iFLYTEK (科大讯飞) was reported as releasing a multimodal “hyper-realistic interaction” capability and promoting an “AI virtual human interaction platform” positioned as a full-stack service layer for multi-scenario digital-IP activation that emphasises not only animation but interactive behaviour, including zero-code embedding into endpoints such as mini-programs and dedicated guide devices; in parallel, Wangda Software (网达软件) was reported as having a metaverse product set that includes a meeting platform, a digital-human character-creation (“face/body customisation”) system, and other government-and-investigation workflow products, while Zhongbei Communication (中贝通信) was reported as incubating a digital-double product named ByteMe (ByteMe) developed by Wuhan Dagong Intelligent (武汉大公智能) and entering trial operation for vertical-domain large-model applications; Baotong Technology (宝通科技) was reported as having a subsidiary identified as Hainan Metaverse (海南元宇宙) and as associating its portfolio with “virtual digital human” and game-related concept groupings in a metaverse-adjacent framing; Hengyin Technology (恒银科技) was reported only as being categorised under “virtual digital human” and related concept sectors without a specific virtual-being product case described.
November 27, 2025
Healthcare: In Shaanxi, China Telecom Shaanxi (中国电信陕西公司) is described as enabling “digital human” livestreaming to run smoothly all day as local network capacity improved, and Shaanxi Hongding Mingyitang Pharmaceutical (陕西红顶名医堂药业有限公司) is cited as the first in the province to adopt a 50G PON–based setup that supports always-on digital-human livestreaming for online sales, positioning the virtual presenter as an operational tool tied directly to broadband upgrade, high-throughput content delivery, and continuous commerce workflows.
Education And Workforce Training: In Yunnan, the discussion of rural revitalization training calls for applying AI to cadre education by using “digital humans” and “virtual” instructional elements as part of a technology-forward training classroom, framing virtual beings as delivery interfaces for scalable instruction and leadership upskilling; separately, in Guizhou, skills programs for worker reskilling explicitly include hands-on training in “digital human synthesis,” treating synthetic-character production as an employability skill aligned with short-video and AI industry demand; in Guangxi, Runjian Co., Ltd. (润建股份) and Guangxi Vocational Normal College (广西职业师范学院) are described as building an industry–education collaboration base in an AI computing-park setting, implying a pathway where digital-human capabilities can be transferred into education and practicum-style talent pipelines alongside broader AI training infrastructure.
Enterprise, Government Services, And Civic Operations: In Gansu (Qingyang context), a Beijing digital finance forum is described as showcasing interactive “digital human” experiences and VR exhibits as part of financial innovation demonstrations, using virtual beings as front-end interfaces for engagement and service visualization; in Beijing, a municipal “scenario innovation” notice includes an application scenario for AI digital humans used in government-service publicity and explanation, positioning digital humans as standardized communicators for public-facing service guidance; in Hubei, “digital human” human–machine interactive service modes are described in the context of streamlining licensing, renewals, and inspection-related public services, emphasizing process packaging and guided service flows; in Chongqing, Chongqing Wuxiangu Network Technology (重庆无限谷网络科技公司) is mentioned in a government inspection focused on “AI+” action progress, where the enterprise demonstrates agent products and is encouraged to innovate business models and improve interaction experience in the AI digital human industry; in Heilongjiang, a venue upgrade describes a “digital human” guide named “Xue Baobao” providing smart navigation, using a named synthetic character as a visitor-service layer for cultural exhibition routing and interpretation.
Marketing, Livestream Commerce, And Customer Operations: Xiaoying Technology (小赢科技) is reported to have launched a virtual digital human called Win-Daidai (Win-Daidai) to support steady gains in service efficiency and user experience, with emphasis on design details and its role as a practical service agent rather than a novelty character; Silicon Intelligence (硅基智能) is described in Nanjing context as providing digital-human systems that can generate virtual presenters from ingested materials for livestreaming, and as enabling digital-human anchors to livestream continuously, framing the avatar as a production pipeline output tied to templated content generation and retail-facing broadcast operations; YiKa (移卡) is described as using AI to automatically generate digital-human videos and as expanding in e-commerce with named platform customers, positioning synthetic presenters as a scalable asset for merchant marketing content and transactional support; in broader platform governance for “virtual human livestreaming,” Douyin (抖音) is described as requiring registration of the virtual persona, mandating real-person driving for real-time interaction, prohibiting fully AI-driven interactive livestreaming, and requiring conspicuous labeling, while Kuaishou (快手) is described as setting merchant compliance requirements for virtual-human use, collectively treating synthetic characters as regulated commercial actors whose deployment must remain transparent and operationally supervised.
Media, Culture, And Public Communication: In the “AI + culture” commentary by an engineering academician, virtual digital humans are listed alongside AI-assisted scriptwriting, AI-generated music and art, real-time driving for virtual digital humans, and ultra-high-definition rendering, with the virtual being positioned as a real-time performative medium within new immersive cultural formats enabled by computing power; in Shandong, Shandong Digital Culture Group (山东数字文化集团) is described as presenting multiple products, including a “media all-type digital human platform” (壹点天成) within a broader portfolio that also includes a metaverse event platform, a media large model, and a multimodal content risk-control platform, framing digital humans as an integrated media-production and distribution capability embedded in a platform suite for cultural-tech convergence; in Guangxi media transformation reporting, AI digital humans are described as rapidly pulling disaster-area geology, weather, and population data and generating 3D disaster visualizations, positioning the digital human as an automated newsroom-facing interface that accelerates situational briefings and data-to-visual storytelling under human–machine collaborative workflows.
IP, Platforms, And Underlying Technology Development: Beijing Baidu Netcom Science and Technology (北京百度网讯科技有限公司) is reported to have filed patents for digital-human driving methods, devices, electronic equipment, and storage media, framing virtual beings as an engineering object with dedicated motion/animation control pipelines and system components suitable for commercialization; iFLYTEK (科大讯飞) is described as releasing multimodal “hyper-realistic” interaction and promoting an AI virtual-human interaction platform that focuses on end-to-end, multi-scenario application services, positioning the virtual being as a productized interaction stack that turns “digital IP” into deployable, multi-context experiences rather than a single-purpose avatar.
Ethical, Legal, And Risk Contexts: In Hebei-focused commentary on AI impersonation, “digital humans” are discussed as a vehicle for spoofing public figures to conduct livestream marketing by leveraging social reputation and fan attention, framing synthetic characters as a risk amplifier for identity misuse and deceptive commercial influence; in a Beijing legal case summary about a virtual streamer’s “operator” (中之人) and contract dispute involving doxxing (“open-boxing”), the virtual-host model is explicitly described as “operator + virtual persona + traffic operations,” treating the synthetic character as one component of a labor-and-contract system whose breakdown creates concrete legal exposure in personal data harms, breach disputes, and platform-economy accountability.
November 26, 2025
Government And Public Services: Beijing Municipal Government (北京市人民政府) reported deployment of the “Shouxin Medical Insurance Digital Human” terminal (首信医保数字人) at the Fangshan District medical insurance center, describing it as a 1:1 life-size, real-person-proportioned digital human terminal built on a domestic “Xinchuang” software-and-hardware technology stack (国产信创软硬件技术栈) and positioned as an on-site service endpoint rather than a purely online avatar, while NetEase (网易) separately described trade-fair and retail-exhibition use where an “AI digital human livestream” capability was used in an international flower exhibition setting to conduct continuous live selling and presentation, illustrating public-facing digital-human terminals and staffed-by-avatar event operations as parallel government-adjacent service models.
Tourism And Culture: Guangxi News Network (广西新闻网) described an upgraded Baise cultural-and-tourism digital human Q&A capability in which answer accuracy for tourism inquiries was “significantly improved,” framing the digital human as an always-available “all-round” assistant for visitors; Economic Daily Online (jingjiribao.cn) (经济日报网) expanded the Guangxi context by citing “digital human guided explanation” and related techniques as enabling technologies for tourism scenarios and tying them to the province-wide smart-tourism service and supervision infrastructure branded as the “One-Click Tour Guangxi” platform (一键游广西) with a dedicated smart-regulation layer; Zhejiang Online (浙江在线) introduced a sports-viewing scenario in which a Yueniu AI digital human (越牛AI数字人) was presented as a companion presenter for spectators during a regional basketball match broadcast experience, showing tourism-and-leisure overlap where the digital human functions as a contextual guide and real-time companion rather than a static kiosk narrator; Nordic Times (北欧时报) provided a cultural-heritage demonstration in Shanghai featuring a virtual character identified as “Confucius” (孔子) that speaks Chinese while an English translation scrolls on-screen, a museum/exhibition-style interpretive layer that treats a synthetic character as a multilingual cultural explainer.
Education And Training: Xinhua News Agency’s Shanghai Channel (新华网上海频道) profiled Shanghai Jiao Tong University’s “New Cultural Creativity” CEO program context (上海交大“新文创”CEO班) through alumnus Chen Changjie (陈长杰), highlighting an educational-use digital human assistant that facilitates cross-cultural discussion and positions learning outcomes around guided dialogue and collaborative exploration; Tonghuashun (同花顺) reported that Runjian Co., Ltd. (Runjian) (润建股份) and Guangxi Vocational Normal University (广西职业师范学院) established an industry–education–research base after the university team toured Runjian’s AI exhibition hall, where showcased domains explicitly included digital humans (数字人), an educational big-data teaching platform (大数据教学平台), the Qu Chi platform (曲尺平台), and AI glasses (AI眼镜), framing the digital-human component as part of an applied teaching and demonstration stack rather than a standalone avatar product; Wuhan Textile University (武汉纺织大学) described an “AI Digital Human + Short Video” training camp (AI数字人与短视频制作训练营) aimed at improving student-cadre new-media capability, treating digital-human generation and short-form video production as a practical communications skill set.
Enterprise And Industry: Alibaba Cloud’s wealth-channel item on Eastmoney (财富号-东方财富) characterized a partner-developed digital-human technology and platform described as a “digital human generation platform,” while attributing underlying capability building to Alibaba Cloud (阿里云) supported by DAMO Academy (Alibaba DAMO Academy) (阿里达摩院) strengths in speech and image technologies and tying the business framing to metaverse marketing use where digital humans are positioned to increase brand attention; Investment界 (投资界) discussed renewed attention to the sector after a “Luo Yonghao digital human” (罗永浩数字人) appeared at Baidu World 2025 (百度世界2025大会), using that appearance to contextualize pricing compression and commoditization pressure in the digital-human market; Sina Finance (新浪财经) and Eastmoney (东方财富) reported corporate-structure changes around Suzhou Zhihui Beizeng Digital Human Technology Co., Ltd. (Suzhou Zhihui Beizeng) (苏州智慧倍增数字人科技有限公司) being renamed to Suzhou Zhihui Beizeng Robot Co., Ltd. (苏州智慧倍增机器人有限公司) while introducing a new shareholder link to Zhiyuan Innovation (Shanghai) Co., Ltd. (Zhiyuan Innovation) (智元创新(上海)), presented as an investment move that repositions a “digital human technology” company into a different corporate identity while preserving the provenance of its earlier digital-human branding; Tianmai Finance (天脉财经) described a marketing-and-demonstration workflow in Foshan Nanhai involving modular processing and 3D roaming reconstruction of heavy machinery interiors paired with an “AI digital human explanation system,” and it also referenced Guangzhou Panorama Technology Development (Guangzhou Panorama Tech) (广州全景科技开发) producing an interactive anatomical-model system that digitizes specimens, indicating how digital-human narration and interactive visualization are being packaged together for enterprise presentation and educational-display use.
Media, Content IP, And Creative Practice: Pengpai News (澎湃新闻) described “new species” of domestic animation practice where original comic characters adopt virtual forms on short-video platforms, IP characters participate in event-based marketing and holiday content, and characters appear as “virtual people” in livestreaming and advertising, explicitly treating synthetic characters as IP-extending media assets designed to prolong character lifecycles across distribution channels; Dazhong Daily/Grand Public (大公网) reported that a national new-media conference in Changsha presented “digital human anchors” (数字人主播) alongside AI editorial workflows and vertical-domain large models, and it quoted Hunan Broadcasting System (Hunan TV) (湖南广电) in relation to building an international communications channel initiative, illustrating a newsroom-and-broadcast context where digital humans serve as presentation talent within a broader AI media pipeline; Yiou (亿欧) previewed an “AI +” industry-ecosystem event that explicitly framed “digital humans upgraded into full-function intelligent agents” (数字人升级为全功能智能体) as a thematic direction, linking digital-human evolution to agentic capability claims in conference programming rather than to a single deployed product.
Healthcare And Risk Discourse: Changjiang Net (长江网) noted a visit context at the Wuhan Institute of Technology Innovation (Wuhan Institute of Technology Innovation) (武创院) where staff demonstrated interaction with an on-screen digital human identified as “Ji Doctor” (济大夫), implying a clinic-style or health-advisory persona presented through a display interface in an innovation-showcase environment, while Wallstreetcn (华尔街见闻) introduced the RAND Corporation (兰德公司) discussion that included a “digital vermin” (Digital Vermin) thought experiment—self-replicating “digital organisms” designed to compete with rogue AI for compute resources—relevant to synthetic-entity design as a security concept rather than an avatar or assistant deployment; MK (mk.co.kr) referenced a South Korean redevelopment plan that frames “digital biology” R&D as an AI-converged bio-industry base, which aligns conceptually with synthetic digital-entity framing but does not provide a specific deployed avatar case study in the same way as the Chinese digital-human service examples above.
November 25, 2025
Marketing And E-Commerce: KeYiYun (客易云) is described as providing white-label digital human livestreaming for e-commerce, emphasizing multi-modal audience interaction in which viewers can engage through multiple methods and the digital human can accurately understand and respond, including “emotional” interaction functions framed as improving engagement and conversion in livestream sales contexts; in parallel, DaNan AI Digital Human (大南AI数字人) is presented through its co-founder Yuan Chao (袁超), whose trajectory from computer science into livestream commerce is used to position the company’s digital human offering as a practical training-and-operations capability for rural cross-border e-commerce, linking digital human presenters to standardized workflows for teaching and executing livestream selling; several items also frame “GEO”/search-era marketing service providers as bundling digital human livestreaming and content generation into performance packages, including Yunnan Zhongzhen Technology Development (云南中臻科技发展有限公司), which explicitly markets “digital human operations” as a cost-reduction and efficiency lever for retail and food-and-beverage clients, and a Tianjin-focused GEO optimization service recommendation that claims to have built multiple differentiated digital human personas for a cosmetics brand and used overnight English-language livestreaming to activate overseas demand while pairing persona variation with targeting; finally, the Hangzhou livestream ecosystem coverage ties the shift away from reliance on superstar hosts toward brand-controlled self-broadcasting and wider adoption of AI digital human hosts, with Alibaba (阿里巴巴) via its Taotian e-commerce ecosystem (淘天) used as the platform anchor for renewed livestream momentum and the normalization of around-the-clock digital human selling as part of the evolving “store broadcast” model.
Education And Libraries: In Chongqing, the “Basic Education Forum” coverage highlights an AI-generated “Bashu Digital Humans” pair, Xiao Ba (小巴) and Xiao Shu (小蜀), appearing as the “46th student” in a staged presentation format, positioning digital humans as pedagogical narrative devices for conference communications and as a demonstration of AI-generated character presentation in formal education settings; in Hefei, the Hefei Central Library (合肥市中心图书馆) case describes the on-site experience and study-tour programming as including a Bao Zheng digital human (包拯数字人) as part of immersive learning installations, placing a recognizable historical-cultural figure into a digital human form for interactive science-popularization and cultural education within a public library environment.
Government Service And Civic Platforms: A Gansu-channel report on Hangzhou’s “AI + government services” describes a service chain that includes digital human consultation alongside AI-assisted pre-review and “cloud window” handling, framing the digital human as a front-end explanation and triage layer for citizen inquiries; event-operations reporting in Guangzhou describes an official mini-program workflow plus venue digital screens to deliver end-to-end digitalized information services, with a digital human customer service layer providing intelligent Q&A to reduce reliance on printed materials, positioning the digital human primarily as a scalable public-facing service interface integrated into a broader digital operations stack.
Culture, Tourism, And Museums: In Xinjiang, the “smart cultural hall” case describes the digital human “Maisi” (麦丝) as a public-facing character used for audience engagement and photo interaction during a cultural activation event, treating the digital human as both an exhibit-layer social interface and a participation catalyst; in Shandong, Shandong Shuwen Group (山东数文集团) is described as promoting a portfolio that includes a digital human platform alongside an agent-development platform branded “Fanxing” (繁星) and a cultural-tourism digitization platform branded “Haoyu” (浩宇), framing digital humans as part of an integrated cultural digitization and tourism technology stack rather than a standalone mascot; a Tibet-focused performance-training report describes a traditional opera actor using motion-capture-linked practice with an on-screen digital human for movement correction in rehearsal, presenting the digital human as a real-time reference avatar for embodied skill standardization and technique refinement in performing arts training.
Enterprise Production Pipelines And Industry Platforms: CCTV International Network Wuxi (央视国际网络无锡有限公司) is described as demonstrating an end-to-end “digital human factory” pipeline and offering an AI digital human interactive experience, explicitly foregrounding industrialized production workflow and full-chain process visibility as the core capability; Silicon Intelligence (硅基智能) is framed through IPO-oriented reporting as operating at the scale of tens of thousands of virtual/digital human “employees,” with public demonstrations in Nanjing used to emphasize high visual likeness and the industrialized deployment of virtual beings as a business model, while also signaling capital-market scrutiny around sustainability and customer concentration risks; in Hong Kong, YEAHKa (移卡) is described as advancing value-added services that include AI automatically generated digital humans, positioning auto-generation as a productized enterprise capability tied to commercial services rather than bespoke character creation.
Healthcare And Public Health Communication: A Women’s Federation digital human program describes “Lianlian” (联联) as an AI digital human used to deliver short-form public service content in a “health and hygiene” themed installment, positioning the virtual being as a standardized explainer-presenter for practical health guidance distributed in serial format and designed for broad, repeatable public outreach rather than individualized clinical care.
Ethical, Legal, And Security Contexts: Legal commentary on AI impersonation frames the misuse of “virtual digital humans” to imitate public figures for livestream marketing as a coordinated governance problem, emphasizing that the harm mechanism depends on exploiting reputation and fan trust to extract commercial traffic, and treating deepfake-enabled virtual persona construction as materially different from conventional false advertising in scale and precision; a separate intellectual property law discussion argues that, under existing civil-law frameworks, there is no institutional space to treat virtual digital humans and AI models as civil subjects, using that boundary to motivate refinement of adjudicative concepts and rule design for digital-economy disputes; financial anti-fraud communication aimed at older adults highlights “virtual persona” trust-building and the fabrication of familiar people’s audio/video as emerging scam tactics, treating synthetic characters and identity simulation as a fraud-enablement layer that increases targeting accuracy and lowers victims’ suspicion thresholds.
November 24, 2025
Enterprise, Governance, And Standards: Xinhuanet (新华网) reported that Beijing’s “network law popularization” activities included an AI legal-education and mediation system presented as a face-to-face “virtual digital human” that communicates directly with residents, and China.com (中国网) described the same direction as a local “AI legal-popularization mediator” system using a “virtual digital human” form for public-facing legal services; The Paper (澎湃新闻) noted the release of a domestic national standard for a “customer-service type virtual digital human,” positioning this as a formalized reference point for service-oriented virtual beings in public-facing contexts; Tencent Cloud (腾讯云) was cited via Sina Finance (新浪财经) in an Jiangsu industry digitalization case where a tourism platform integrated a “digital human” during visits alongside indoor navigation and trip-planning utilities (including venue open/close times and transport routes), framing the digital human as an embedded service interface inside a broader visitor-services platform; MSN (MSN) noted an earnings-call use case where an “AI digital human” associated with Robin Li (李彦宏) delivered an extended English presentation and was discussed in terms of audience difficulty distinguishing it from a real person, specifically highlighting investor-relations style enterprise communication as a target scenario for high-fidelity digital humans.
Education And Youth Ideology Communication: Tianjin Daily (天津日报) described a school auditorium use case featuring the digital human “Xiao e Si” (小e思), which opened an on-campus ideological-education event with an energetic greeting and functioned as a themed “e-education” presenter for policy and civic messaging; a separate report carried by Sina Finance (新浪财经) described the same “Xiao e Si” appearance as a structured campus outreach activity, reinforcing the pattern of deploying named digital presenters as standardized, repeatable hosts for educational assemblies rather than one-off demonstrations; NetEase (网易) separately mentioned a classroom/field-activity scenario in Nanjing where students encountered a “digital human Bi Sheng” (数字人毕昇) in a technology-and-culture themed experiential setting, positioning the avatar-like figure as a didactic interface within a broader “first time” series of immersive learning experiences (including VR exposure to traditional culture).
Tourism, Culture, And Heritage Presentation: Xibu Net (西部网) described an exhibition-hall demonstration in Tianjin by Yike Huaxiang Technology (天津壹刻幻象科技有限公司), where a holographic digital human performed classic opera-style scenes while wearing theatrical costume, and the same company was characterized as having formed a comparatively mature AI digital-human technology system originating from a university research project and extending into multiple public-facing scenarios including scenic-spot explanation, policy communication, and campus teaching, with MR cited as an extension path into additional applied settings; Xinhuanet Guangxi (新华网广西频道) described Guangxi cultural-tourism deployments that combine “digital human explanation” with personalized itinerary planning, and referenced a named night-tourism destination (“Nanning Night,” 南宁之夜) and a digital-art exhibition space (“Li River Hundred-Li Scroll—Guanglv Digital Art Space,” 《漓江百里图-广旅数字艺术空间》) as concrete contexts where digital explanation and itinerary personalization are presented as practical cultural-tourism functions rather than abstract concepts.
Marketing, Live Commerce, And Synthetic Spokespeople: NetEase (网易) reported that Luo Yonghao (罗永浩) conducted a “digital human” livestream that drew attention for reframing commercial live-streaming expectations, and explicitly connected this case to Baidu (百度) by attributing the digital-human system’s standout performance to advances in realism and interaction fluency and noting recognition in the form of a “world internet science-and-technology leading” award category as described in the report, making this an example where a well-known human IP is operationalized as a synthetic character for scalable commerce presentation; a separate media item referenced in the same digest framed AI digital humans as tools used by some MCN-style content agencies in medical-popularization traffic operations, but the key substantive point was the claimed use of AI digital-human production methods inside attention-driven distribution rather than clinical care delivery.
Sports, Events, And Immersive Participation: Hubei Daily (hubeidaily.net) described event-side deployments where “AI digital humans” and adjacent technologies were used to enhance spectatorship, and explicitly listed Guangdong Mobile (广东移动) integrating 5G-A, AI digital humans, and cloud rendering to enable a high-concurrency 3D virtual space, with two distinct virtual-being functions called out: real-time digital-human explanation/commentary and audience generation of personal “digital avatars” (数字分身) that can interact with athlete virtual images, while the same report also referenced high-precision technical diagnostics for athletes as part of the broader “tech-in-sport” framing; independently, C114 (C114通信网) described a Shenzhen Bay Sports Center implementation framed as a “super sports complex” that deeply fuses AI large models, digital humans, HarmonyOS (鸿蒙), 5G-A, and XR, and described the outcome in terms of three operational layers—event command, venue operations, and interactive-experience innovation—where digital humans are treated as part of an integrated, multi-system application stack rather than a standalone kiosk-style character.
Research, Evaluation, And Misuse Detection: Machine Heart (机器之心) reported that the Tencent Hunyuan Digital Human Team (腾讯混元数字人团队), together with Sun Yat-sen University (中山大学), released the “Moral RolePlay” benchmark to evaluate large-model role-playing under moral dilemmas (including villain roles), placing “digital human” work in the adjacent lane of evaluation infrastructure for role-conditioned behavior rather than only front-end rendering; Hualong Net (华龙网) described a practical detection framing for generative-content misuse in which AI digital humans are said to show highly symmetric faces and unusually consistent body-motion patterns compared with natural physiological variation, explicitly tying the discussion to livestream-style digital humans as a category where authenticity judgments are operationally relevant.
Capital Markets And Industrialization Of Virtual Humans: Sina (新浪) described an IPO-scale narrative around Silicon Intelligence (硅基智能), including the headline claim of “80,000 virtual humans” and positioning around a “virtual digital human + AIGC” full-scenario application direction, while naming founder Sima Huapeng (司马华鹏) and linking his background to Nanjing University of Aeronautics and Astronautics (南京航空航天大学), framing the company’s development as a commercialization path where virtual beings are productized at scale and marketed as an industry category rather than single-character projects; a related investment-oriented item in the same digest appeared under ChinaScope-style “metaverse” aggregation (投中网) and echoed the same category framing that the metaverse concept surge pushed “virtual human” development into a spotlight period, but the concrete anchor across these reports is the industrial claim of large-scale virtual-human supply and the coupling of digital-human production with generative-content workflows.
November 23, 2025
Enterprise And Finance: Silicon Intelligence (南京硅基智能科技集团股份有限公司) is described as pushing “virtual digital human + AIGC” as a full-scenario application approach and, in its Hong Kong listing filing, positioning itself as having commercialized digital-human deployments across more than 40 industries including finance, government services, and e-commerce, with the headline claim of having built and operated “80,000 virtual humans” as part of its scale narrative for an IPO; within financial-infrastructure adoption narratives, Broad Data (博大数据) is reported as supporting Fubon Bank (Hong Kong) Limited (富邦银行(香港)有限公司) with “digital-intelligence finance” infrastructure where digital-human customer service is one of the cited application types alongside automated anti–fraud/black-industry countermeasures, framing digital humans as a front-end service layer that raises concurrent demands on compute capacity and quality.
Marketing And Live Commerce: Baidu (百度) appears in two distinct commercialization frames, first through its “Huiboxing” digital-human live-streaming capability being credited with materially lifting rural village live-commerce outcomes (a “digital human joined the livestream” and drove rapid order and sales growth in a short period), and second via reporting that positions “agents and digital humans” as AI-native monetization products contributing to revenue growth in Baidu’s mobile ecosystem while also popularizing AI “clones” of major livestream personalities such as an AI double of Luo Yonghao used for Asia-Pacific livestream e-commerce; Bangyan Technology (邦彦技术) is described as launching NuwaAI (NuwaAI), a consumer-priced “digital avatar/digital double” product marketed as enabling ordinary users to commission a personal AI stand-in that can run extended livestream sessions, emphasizing the productization of “digital doubles” for sustained selling time; Keyiyun (客易云) is presented through a packaged “digital human livestream system” aimed at fast-moving consumer goods marketing, positioned as solving practical livestream operational constraints through a standardized system rather than one-off production; Qingfei Digital Human (青否数字人) is invoked as a branding/attribution label in an “agent + digital human” marketing-performance narrative that links measurable growth claims to the restructuring of business workflows around intelligent agents paired with digital human presentation.
Entertainment And Gaming: miHoYo (米哈游) is described as revealing early real-gameplay footage for a new title led by a producer associated with Genshin Impact, with coverage interpreting the project as a practical step in miHoYo’s “virtual human” strategy and a signal toward the virtual-idol track, highlighting a character style that blends anime conventions with realism to improve facial expression and emotional performance as a core differentiator for synthetic characters; on the independent-game side, Lilyen Studio (莉莉恩工作室) is named in event lineups via the title “Who Is The ‘Naka-no-hito’” (《誰是中之人》), which is explicitly tied to the “中之人” concept that structures VTuber-style performance around an avatar and a behind-the-scenes performer, reinforcing avatars as both a creative and production framework in game-related cultural programming.
Culture, Tourism, Education, And Public Service: Yike Illusion Technology (Tianjin) Co., Ltd. (天津壹刻幻象科技有限公司) is reported as demonstrating high-fidelity holographic digital humans capable of stage-performance detail (costume textures and fine-grained motion) viewable in 360 degrees, positioning holographic digital humans as a cultural-display medium; Shandong Digital Culture Group (山东数文集团) is referenced as having “digital human platform” products and being recognized in a “metaverse supplier” framing, situating digital-human platforms as a packaged capability within cultural-digital industry supply chains; Qinghai Guotou Tourism Resources Development Co., Ltd. (青海国投旅游资源开发有限公司) is described as co-developing an Antarctic-themed immersive large-space VR experience where visitors wear VR equipment and are guided by a virtual digital human as they take on an explorer role, using a synthetic guide character to structure navigation and narrative; in education scenarios, Hezhou No. 5 Experimental Middle School of Babu District (贺州市八步区第五实验中学) is described as using AI-generated “digital humans” for time-space dialogue in classroom instruction, while in broader civic-service messaging the Digital China Construction Summit (数字中国建设峰会) forum commentary is used to generalize that digital humans are in deep application particularly in customer-service contexts and are being discussed alongside industry large-model construction, implying that digital-human interfaces are being treated as a mainstream front end for domain-model deployments.
Ethical And Governance Contexts: Hualongnet (华龙网) is cited for practical detection cues used to distinguish AI-generated digital humans from real people, emphasizing observable artifacts such as unusually high facial symmetry and overly consistent body-motion coherence as heuristic indicators in misuse contexts; the misuse of AI “clones” in livestreaming is further reinforced through reporting that highlights impersonation, rapid blocking behavior, and the operational scale of fraudulent accounts in commerce-adjacent environments, connecting synthetic-character capability to consumer deception risk and the need for verification practices.
November 22, 2025
Government And Public Services: Several reports described digital humans being deployed as front-line public-facing service interfaces and public communication tools. Shanghai Telecom (上海电信) was reported to have integrated a “Yunbao” digital human into upgraded public phone booths that retained calling while adding a touchscreen, camera, voice interaction, and emergency call functions, positioning the digital human as an on-site interaction layer for public services; separately, a report about Shenyang described an “AI digital human” for Liaoning medical insurance that answers public questions rapidly as part of an awareness and campus outreach campaign, framing the digital human as a standardized Q&A and guidance channel for benefits and enrollment; another report from Beijing described a Great Wall-themed “digital guide” modeled on the Ming general Qi Jiguang, emphasizing conversational interaction with visitors and using the virtual character format to deliver interpretive narration and on-site guidance; in Shanghai, a cultural-industry expo report said an AI digital human was designed for the Huangpu public security bureau to support anti-fraud publicity materials, presenting the digital human as a police communication asset for deterrence, education, and campaign distribution; and an event-technology report from Guangzhou described AI digital human volunteers embedded in an official mini-program, presented as an on-demand concierge for venue questions and schedule lookups, indicating a shift toward virtual volunteer staffing for large-scale public events.
Enterprise And Commerce: Multiple reports framed digital humans as commercialization infrastructure for customer acquisition, marketing operations, and cost reduction in brand-facing workflows. JD Cloud (京东云) was reported to run large numbers of agents and to have a “JoyStreamer” digital human built on its JoyAI model serving tens of thousands of brands, with the stated trajectory from “stand-in execution” in livestream rooms toward broader, more personalized creation and multi-scenario deployment beyond livestreaming; Silicon Intelligence (硅基智能) was reported as pursuing capital markets positioning itself as a major “digital human intelligent agent” provider, with revenue concentration among core clients highlighted as a key element of its business profile; a cross-border e-commerce expo report from Fuzhou described “digital human livestreaming” presented alongside an AI cross-border product selection system, treating the digital human as a scalable host for product presentation in international commerce contexts; and an AI-metaverse business collaboration report described iFlytek (科大讯飞) partnering with White Horse Planet (白马星球), attributing strengths to metaverse scenario development, digital human modeling, and immersive interaction design, while also linking these capabilities to smart retail systems and brand-facing deployments.
Education And Skills Training: Reports connected digital humans to tutoring, classroom simulation, and workforce preparation through virtual peer presence and structured interactions. A discussion of AI-enabled education argued that “one-to-one AI” would become a mainstream educational form and explicitly proposed “digital human learning companions” at different levels to form virtual small groups, aiming to maintain personalization while adding companionship and group interaction effects; a campus employment and career event in Zhejiang described students engaging in simulated interviews and career-related interactions that included “digital humans” as part of an AI empowerment center, positioning the digital human as a standardized interview counterpart and guidance interface for employability practice; and a university–enterprise engagement report described Beijing Jinguang Culture Media Co., Ltd. (北京锦冠文化传媒有限公司) demonstrating real-time voice-interactive digital humans, including named examples “Chen Ziang” and “Lei Feng,” alongside a virtual studio offering, indicating a production-oriented pathway where digital humans function as interactive hosts or presenters in training and applied media workflows.
Culture, Heritage, And Publishing: Several reports treated digital humans as a method for historical personification, cultural interpretation, and interactive reading experiences. In Hunan, an “AI edition” cultural library product launch described immersive ancient-book reading and cross-temporal dialogue experiences that explicitly included digital humans of Zeng Guofan and Zuo Zongtang, using recognizable historical figures as interactive interfaces to access curated content and engage audiences through character-based conversation; in Zhejiang, a regional cultural-industry report described Zhejiang Wuma Aon Technology Co., Ltd. (浙江伍马奥恩科技有限公司) presenting AI holographic digital humans alongside AR tour guide functions and AI travel photography, with the described visitor experience emphasizing role transformation into traditional opera characters and movement through historical “paintings,” tying digital humans to embodied cultural browsing and guided interpretation in experiential exhibition formats.
Media, Events, And Synthetic Presentation: Several reports treated digital humans as broadcast-grade or event-grade presenters, including high-fidelity “stand-in” performances designed to be indistinguishable from real speakers. Baidu (百度) was repeatedly reported as having an AI digital human or AI “clone” of Robin Li (Li Yanhong) deliver an approximately 20-minute English earnings-related presentation with natural pacing and delivery that reportedly went unnoticed by analysts in the room, framing the use case as corporate communications where the synthetic presenter can substitute for an executive while preserving voice, cadence, and delivery characteristics; a separate report about a major language-and-media campaign described “virtual human broadcasting” integrated with short-video co-creation and multi-platform topic linking as part of a long-running annual media activation, positioning the virtual human as a distribution-friendly presenter format for participatory news-and-culture programming; and an industry anniversary event report said a panel included thirteen participants with one being a digital human, characterizing the digital human as a legitimate “attendee” or presenter role within a formal media and technology partner setting.
Ethical And Legal Contexts: One report focused on disputes involving virtual identities and treated “virtual person to virtual person” interaction as legally actionable when real-world targeting and reputational harm are present. The described practice point was that communications between online virtual identities can still constitute defamation if the exchange has clear real-world referents, violates social norms, and causes reputational damage, using the “virtual human” framing as a reminder that anonymity or virtual naming does not necessarily prevent legal responsibility when speech acts map back to identifiable individuals in practice.
November 21, 2025
Standards And Governance: SenseTime (商汤科技) led the drafting and release of China’s first national standard in the virtual digital human domain, titled “Information Technology—General Technical Requirements for Customer-Service Virtual Digital Humans,” which was developed over roughly two years with participation from more than thirty organizations and is intended to unify technical specifications across system design, development, testing, deployment, and maintenance for customer-service virtual digital human systems; the reports also link this standards work to third-party “trusted virtual human” evaluation activity associated with the China Academy of Information and Communications Technology (中国信通院), positioning customer-service virtual digital humans as a formally specified product category with defined form factors, functional boundaries, and performance indicators, rather than ad hoc marketing demos or one-off implementations.
Enterprise And Industrial Applications: SuperMap (超图软件) is reported as winning a sizable bid in Qingyang for a “geological digital prospecting” effort tied to “natural resources large-model” construction, and although the headline focus is on resource-model building, the surrounding reporting frames “digital human technology” as one of the AI capabilities being validated in real deployments alongside other agentic and automation technologies; in Tianjin-oriented coverage of “smart park” and networking forums, “digital human” usage is described as moving from simple content presentation toward workflow execution, with examples that include factory-visit/plant-tour scenarios where a digital human can provide guided explanations and structured walkthroughs as part of operational or customer-facing processes rather than purely promotional video output.
Marketing And Commerce: Silicon Intelligence (硅基智能) is described as entering the virtual digital human space by launching an early AIGC digital human product and combining speech and image technologies to produce integrated digital human offerings, with the broader context emphasizing B2B commercialization pressures and competition despite technical progress; Qingfou Digital Human (青否数字人) is presented as an “AI digital human live-streaming system” that can synchronize broadcasts across multiple domestic and international platforms without additional user-side compute, and the same coverage frames its evolution toward an “all-scenario digital human platform,” implying expansion from a single live-streaming tool into a broader set of digital human creation, driving, and multi-channel distribution capabilities; Yunnan Huaxiaochunlai Technology (云南花晓椿来科技有限公司) appears in a concrete retail case where an AI digital human livestream host demonstrates and sells flowers, including showcasing shipped-in Kunming roses and preserved “everlasting” flowers, making the digital human a front-end sales operator for product display, narration, and conversion in a live commerce setting.
Entertainment And Culture: Chengdu-focused development reporting describes a digital entertainment trajectory in which “digital humans and agents” are expected to power tireless virtual idols and enable highly personalized interactive entertainment experiences, with the framing tied to local innovation hubs and partnerships with education or sports institutions rather than a single named character; Jiangsu cultural-industry coverage describes stage-performance digitization that develops “digital human performance forms” for opera and integrates motion capture and animation to achieve 3D digital presentation of opera works, then combines this with proprietary mixed reality (MR) approaches to enable interaction between real and virtual performance spaces, positioning digital humans as performance embodiments for traditional arts in immersive/interactive formats; Zhejiang cultural programming coverage also cites an interactive digital human program used as part of an event opening, indicating digital humans being deployed as hosts or performers in live cultural programming rather than only in recorded media.
Government And Public Services: Xinjiang reporting provides a direct service-delivery example in which an “AI government service staffer” presented as a screen-based digital human supports voice-interactive Q&A for administrative guidance, such as clarifying required application materials, processing time limits, and procedural steps, and separate event coverage notes a digital human AIGC interactive experience deployed by China Unicom Xinjiang (新疆联通) in an exhibition setting to demonstrate interactive capabilities to the public; employment-service reporting from Xining describes “AI + employment” initiatives that include “AI digital human livestream job-matching” and related “smart night recruitment” formats, using digital humans as scalable presenters or explainers for岗位信息 dissemination and job-seeking guidance at large audience scale rather than one-to-one counter service.
Tourism And Exhibitions: Xining cultural-tourism coverage of an Antarctic-themed immersive “large-space VR” experience describes visitors being guided by a digital human through exploration narratives that simulate polar expeditions and stations, making the digital human a navigation and interpretation layer inside an immersive VR attraction rather than a separate app chatbot; Xinjiang tourism platform promotion similarly references digital human interactive experiences as part of public-facing digital service demonstrations, aligning digital humans with destination marketing, on-site engagement, and guided exploration functions within tourism ecosystems rather than solely with studio-produced promotional videos.
Sports Events And Smart Venues: Reporting around the 15th National Games highlights “digital human volunteers” and digital-human-presented “event intelligent assistants” as always-available service endpoints for spectators and participants, with depictions emphasizing voice-interactive Q&A and continuous online availability in and around venues; Guangdong Mobile (广东移动) is specifically associated with combining 5G-A, AI digital humans, and cloud rendering in these multi-party technology deployments, placing digital humans within a broader real-time infrastructure stack that supports on-site service interaction, high-concurrency access, and rich visual delivery rather than standalone kiosk-style avatars.
Tools, Creation Infrastructure, And Enabling Technologies: Xiangxin Technology (相芯科技) is referenced in the context of beauty/try-on SDK services, where the enabling capability set is described around advanced face, body, and gesture-related graphical/AI competencies used to drive appearance transformation and interactive effects, which function as upstream tooling that can be embedded into avatar-like experiences, digital human livestream presentation, or consumer-facing virtual appearance applications; NuwaAI (NuwaAI) is described as enabling “one-sentence generation of digital humans” and positioning an “agent digital human” as capable of executing tasks, with references that place it in a cloud-native “metaverse” production framing and explicitly name Haima Cloud (海马云) in the same cluster of digital human and productivity-infrastructure concepts; Leyard (利亚德) appears via capital-market coverage that explicitly tags the company with “virtual digital human” and related XR/LED/ultra-HD concept groupings, situating it as part of the industrial ecosystem that markets or supports large-scale visualization and immersive display contexts in which digital humans are commonly deployed; Shandong Digital Culture Group (山东数字文化集团) is reported as having multiple large models selected into an official recommended list, and the coverage links this to a “digital human platform” context through its subsidiary Qilu Yidian Media (山东齐鲁壹点传媒有限公司), implying media-sector model building that can be paired with digital human front ends for content presentation, distribution, or interactive media services; Baidu (百度) is referenced through commentary that lists “digital human technology” alongside “code agents” as AI capabilities being internalized and validated in applications, positioning digital humans as part of an enterprise AI capability set rather than a purely consumer entertainment novelty.
November 20, 2025
Consumer Protection And Fraud: Shanghai Municipal Administration for Market Regulation (上海市市场监督管理局) and Huangpu District Market Supervision Bureau (黄浦区市场监管局) publicized enforcement cases involving AI-generated virtual digital humans used as fake “hosts” and “experts” to mislead consumers, with emphasis on targeting older people by presenting health supplements as medicines; the cases describe use of virtual “old expert” personas and synthetic host figures created via AI virtual digital human techniques, the staging of “manufacturer boss” credibility using human actors, and the distribution of livestream short-video ad clips to sell products such as “Hujinglan Capsules” (斛景蓝胶囊) through online storefronts, with the investigation mentioning Shanghai Renshijian Digital Technology (Shanghai) Co., Ltd. (上海人食间数字科技有限公司) and a business site identified as Meiman Food Business Department (美满食品经营部), illustrating how avatar-like expert simulations and scripted livestream formats can be operationalized for deceptive retail and health-claims marketing.
Enterprise Standards And Platforms: SenseTime (商汤科技) led the drafting and formulation of China’s first national standard in the virtual digital human domain, “Information Technology—General Technical Requirements for Customer-Service Virtual Digital Humans” (GB/T 46483-2025; 《信息技术客服型虚拟数字人通用技术要求》), which is described as defining product forms, functional boundaries, and performance indicators for customer-service digital humans, and specifying technical elements spanning 2D/3D character generation, avatar driving, visual interaction, and speech interaction; the reporting also links the standardization push to SenseTime’s SenseAvatar platform (SenseAvatar 如影) and to an earlier assessment by the China Academy of Information and Communications Technology (CAICT, 中国信息通信研究院) covering “trusted virtual human generated-content management,” positioning traceability and anti-counterfeiting as governance-oriented capabilities within digital-human production pipelines, while also noting a multi-party participation set that includes Shanghai Bank (上海银行), Sanmenxia City Culture and Tourism Group (三门峡市文旅集团), China Mobile (中国移动), China Telecom (中国电信), New Oriental (新东方), TAL Education Group (好未来), Tsinghua University (清华大学), and Shanghai University (上海大学), and giving concrete commercialization examples in which livestream-shopping digital humans are deployed at scale across Taobao (淘宝), Meituan (美团), and JD.com (京东) customer-service livestream rooms.
Government And Smart City Services: Multiple local-government deployments present “AI employees” and service-counter digital humans as interaction layers for public services, including the Qiaokou District Government Service Center in Wuhan (武汉市硚口区政务服务中心) introducing a digital-human interface to support enterprise administrative changes via human–machine interaction; separately, Huawei Cloud (华为云) is associated with an “AI CITY” smart-city rollout narrative that includes a named government-service digital human “Xiao Ke” (小克) tied to Karamay (克拉玛依) as a benchmark-style case; Chongqing Daily (重庆日报) describes a broader trend of agencies launching virtual digital humans and mini-program applications under the “AI employee” framing; and Chengdu High-Tech Zone reporting references iterative optimization of the “Shi Xiaoyang” AI digital human (石小羊) within a public service map so that services shift toward more proactive, model-driven delivery, collectively portraying digital humans as front-end agents for guidance, form-filling, and service navigation rather than merely as broadcast-style presenters.
Healthcare: Science and Technology Daily (科技日报) reports a medical use case framed as a “whole-vascular digital human” (全血管数字人) at the Second Affiliated Hospital of Zhejiang University School of Medicine (浙江大学医学院附属第二医院), combined with pan-vascular big data to build an AI early-warning platform for longitudinal risk management across chronic-condition baselines such as hypertension, hyperlipidemia, and hyperglycemia, presenting a clinical digital-human construct as a patient-specific or population-anchored modeling layer that supports screening and follow-up rather than a conversational companion.
Culture And Media: The Paper (ThePaper.cn, 澎湃新闻) describes a museum-oriented experience product that brings ultra-high-definition exhibition content into the home and adds interactive “try-on/try-wear” style engagement by placing historical garments and accessories onto a digital human, shifting artifacts from static display to avatar-mediated visualization; other reports position digital humans as media-presenter infrastructure, including a Tibet Autonomous Region meteorological communications system update that introduces the first Tibetan weather-anchor digital human (西藏气象主播数字人) within a full-HD production workflow for bilingual dissemination, and conference-era media narratives that list “digital human anchors” (数字人主播) alongside newsroom AI tooling and media foundation models as part of contemporary broadcast and content-production modernization.
Entertainment And Film: Science and Technology Daily (科技日报) highlights film-industry “digital creature” (数字生物) work within a Qingdao film-technology cluster narrative, citing Menna United Studio (Mena Zhongan, 末那众合工作室) for concept design on digital characters and creatures such as Leizhenzi (雷震子) and Mo Qilin (墨麒麟) for the “Creation of the Gods” trilogy (《封神三部曲》), and pointing to Xina Mofu VFX Studio (希娜魔夫特效工作室) for special props work on the “The Wandering Earth” franchise (《流浪地球》系列), illustrating a pipeline where synthetic characters and creature concepts are developed as production assets that sit alongside physical special-effects deliverables in large-scale Chinese film projects.
November 19, 2025
Entertainment: The “Golden V Awards” (金V獎) announcement included virtual hosting and staged performance details, naming the host Haiyue Bobo (海月波波) and noting a planned performance that adapts “Who Picked Up My Scissors” (我的剪刀被誰撿到) with Kevin Blu (凱文布魯), alongside a separate release noting an AI virtual-idol program hosted by Gong Qiyuan (宮祈緣) titled “Jieyuan Jin” (結緣金) scheduled to premiere on 11/1, positioning these virtual hosts and synthetic idol presenters as event-facing performers and recurring program talent rather than background graphics or one-off promotional assets.
Enterprise And Standards: SenseTime (商汤科技) was repeatedly cited as the lead drafting unit for China’s first national standard in the virtual digital human domain, “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》, GB/T 46483-2025), with reporting emphasizing that the standard formalizes a service-oriented, Q&A-style digital human product category by defining product form, functional boundaries, and performance indicators, and by specifying requirements spanning avatar/image generation and driving, visual interaction, voice interaction, affective interaction, and operational maintenance, while also framing the standard’s role as an industry-wide normalization step for customer-service digital humans deployed across sectors such as finance, culture-and-tourism, education, and telecommunications.
Marketing And Commerce: Baidu (百度) was described as opening access to a “Luo Yonghao-style” digital human capability for e-commerce, framed as a move toward scaled deployment of live-selling and commercial-presenter digital humans rather than isolated pilots, while Silicon Intelligence (硅基智能) appeared in business-coverage framing that positioned it as a large-scale provider of digital-human agents, with references to extensive inventories of digital humans and IPO-related scrutiny that treats digital humans as a productized capability underpinning revenue concentration and commercialization risk.
Public Services And Governance: Neusoft (东软) was referenced in reports about “smart human resources and social security” (智慧人社) modernization, describing systems that support the transition from earlier informatization phases to a “digital human resources and social security” stage, including work with a Ministry of Human Resources and Social Security–Nanning smart-HRSS innovation lab to build or adapt solutions on Neusoft’s “Rongzhi” framework (“融智”框架), while separate provincial reporting described a “Liaoning digital people’s congress platform” (辽宁数字人大平台) aggregating representative information at scale as a governance data infrastructure context in which digital-human-style interfaces and platforms are treated as part of public-sector service experience and operational digitization.
Education: Xiangxin Technology (相芯科技) was characterized as having a full-stack, self-developed digital-human technology system supporting multiple product lines described as cartoon digital humans, video digital humans, ultra-realistic digital humans, simulation digital humans, and “fully real” digital humans, with use cases explicitly including virtual assistants, digital anchors, and “cloud tellers,” and with adjacent ecosystem mentions tying its capabilities to “metaverse builder” type roles and youth-facing talent initiatives; separately, an education-event case in Hangzhou described an awards/commendation ceremony introducing a named student-oriented digital human (“Tianyi Youth Digital Human No. 1,” 天翊少年数字人1号) via VCR biographical content and stage presentation, using a digital human as a ceremonial narrator and identity carrier within a school setting rather than as a generic announcer.
Cultural Heritage And Museums: A Gansu new-media technology exhibition vignette described an interactive exhibit pattern where a digital human appears on a touch interface and guides visitors through cultural interpretation by rotating a displayed artifact model (a pig-shaped bronze zun, 豕形铜尊) while narrating explanatory content, presenting the digital human as a museum-style interpretive agent integrated with 3D object viewing and hands-on navigation rather than as a static kiosk persona.
Legal And Ethical Contexts: A Shandong court-related report described disputes arising from AI digital-human livestream anchors being repeatedly banned, leading to a contract-performance and damages claim scenario that treated digital-human livestream operations as a compliance-sensitive service with enforceable obligations and platform-risk exposure; in parallel, coverage from Taiwan’s CNA described “AI doubles” (AI分身) used to simulate interaction with deceased persons in a manner explicitly compared to “Black Mirror”-style premises and presented as a moral-controversy trigger, while separate reporting about deepfake-style “AI doubles” targeting celebrities framed synthetic likeness and performance replication as a rapidly scaling risk vector, with the common thread across these items being that synthetic characters and avatarized doubles create legal exposure (account bans, contractual breach, liability allocation) and ethical tension (consent, grief exploitation, identity misuse) even when the underlying systems are marketed as companionship or convenience.
November 18, 2025
Healthcare: Coverage referenced an infant-care skills competition in Nanning that introduced an “infant digital human” (婴幼儿数字人) as part of the event’s upgraded format, positioning a virtual being as a training and assessment aid for childcare practice in a cross-border contest setting involving teams from China, Thailand, and Malaysia, with the digital-human element framed as a new instructional and evaluation capability rather than a standalone product.
Entertainment: Reporting on live events and cultural IP described virtual-beings being launched or used as digital embodiments of historical figures, including a “Li Bai digital human” (李白数字人) unveiled at the opening ceremony of the 2025 Anlu Li Bai Cultural Tourism Festival as a “global first release” for the event, and a “Qian Xuesen digital human” (钱学森数字人) referenced in the context of public-science and city programming in Hohhot; separate media-industry coverage in Beijing described an “AI+film” forum tied to the Nanzhongzhou Metaverse Industry Service Platform (南中轴元宇宙产业服务平台) integrating a digital-human bionic construction system and XR virtual production to address industry pain points such as digital humans not appearing “alive” and content pipelines being insufficiently “rich,” with the intended use oriented toward AI-enabled film and virtual production workflows.
Marketing: Multiple items framed digital humans as operational tools for commerce and promotion, including Baidu (百度) positioning its Huiboxing digital-human livestream technology (慧播星数字人技术) as globally open and highlighting “Digital Human Luo Yonghao” (数字人罗永浩) as a concrete example used in livestream selling, with performance claims attached to shopping-festival periods; KeyiYun (客易云) was cited as providing a “digital human livestream system” (数字人直播系统) marketed to the cultural tourism sector as a traffic-acquisition mechanism; and a Yiwu trade-feature described in-development capabilities expected to come online by year-end, explicitly naming “digital human livestreaming” (数字人直播) and “AI intelligent shopping guides” (AI智能导购) as new functions for reconfiguring trade workflows beyond in-person customer acquisition.
Gaming: One item highlighted AI-driven “digital characters” (数字人物) in the wuxia MMORPG “Yanyun” (《燕云》), emphasizing player attempts to “break” or provoke AI NPC behaviors as the attention focal point, treating synthetic characters as interactive systems whose emergent dialogue and social manipulation became a visible case of users stress-testing agent-like NPC design in a large-scale online game context.
Enterprise: Enterprise and institutional deployments presented virtual beings as standardized training, service, and content-production components: China Unicom Jiangxi (江西联通) paired with Luxshare Precision (立讯智造) on a “5G+AI digital human instructor” project (5G+AI数字人教官) built on a “Yuanjing AI algorithm large model” (元景AI算法大模型) plus 5G networking to reduce reliance on variable human instruction and improve process consistency; iFlytek (科大讯飞) was described at the Anhui International Cultural Tourism Festival as showcasing a digital-human stack tied to multimodal interaction features—digital humans, personalized memory, and affective semantics among “eight” multimodal capabilities—positioned for tourism-facing interaction scenarios; and a Wuxi government-service story described an AI digital-human anchor named “Xi Xiaofu” (锡小福) used for policy interpretation, framed as compressing the policy-explanation cycle from about ten working days to one working day, treating the digital human as a distribution and comprehension layer for public communications rather than a creative character.
Cultural: Tourism and museum contexts foregrounded digital humans as interpreters and spokespersons for place-based narratives, including a Chongqing–Southeast Asia tourism-market alliance announcement delivered by the digital human “Wen Lele” (文乐乐) to publish the alliance declaration and outline collaboration and internationalization aims for Chongqing tourism products; and a media-fusion exhibit description that centered a cultural-heritage terminal named “Shanhai Lingtong” (山海灵通) shown at Hunan Broadcasting and Film Group (湖南广播影视集团有限公司), where a digital human provided interactive guidance for museum content, including on-screen manipulation of a 3D artifact model and explanatory narration, presenting the virtual being as an accessible cultural-guide interface for visitors.
Ethical Contexts: Risk, governance, and consumer-protection angles appeared in two concrete ways: a Fujian consumer-organization reminder described “AI models wearing AI clothes for AI livestreaming,” warning that merchants sometimes label “AI effects for reference only” or use phrases such as “digital human display” (数字人展示) with unclear or minimized disclosure, framing digital humans as a source of potential expectation gaps and misrepresentation in e-commerce; and a separate controversy-oriented report described applications that recreate deceased people via interactive digital humans using photos and audio, raising issues around consent, identity boundaries, and the commercialization of grief, while also noting the low barrier and wide price range for commissioning such “revival” virtual beings on e-commerce channels, treating the digital human as a high-risk synthetic identity product category rather than a neutral interface.
November 17, 2025
Government And IP: In a Nanjing-related discussion on improving coordinated intellectual property protection, National People’s Congress delegate Zhang Xiaobei (张晓北), a news-center host at Jiangsu Broadcasting Corporation (Jiangsu Radio and Television Station, 江苏省广播电视总台), raised “digital human” (数字人) realities as part of the policy context, specifically pointing to problems such as blurred application boundaries for digital humans and the practical difficulty of defining and protecting rights when such deployments cross unclear lines of use, attribution, and ownership within fast-moving media and content environments.
Culture And Museums: In Guangzhou, the exhibition “Mucha and the Art Nouveau Movement” was promoted as using AI to implement an interactive “Mucha digital human” (穆夏数字人), positioning the digital human as an on-site interpretive layer within the visitor experience rather than a static display element; the public-facing venue framing was tied to Guangzhou K11 Shopping Art Center (广州K11购物艺术中心) and the Guangzhou museum exhibition context emphasized real-time interaction as the distinctive function of the digital human within the exhibition’s technology-enhanced viewing format.
Enterprise And Commerce: In Zhejiang’s trade and consumption context, planned productization of digital humans was described as moving toward near-term rollout of “digital human livestreaming” (数字人直播) and AI “smart shopping guides” as new features expected to come online by year end, treating digital humans as a scalable front-end for commerce engagement; separately in Hangzhou’s Xiaoshan area, livestream rooms were described as using digital humans as the on-camera hosts during specific time windows, with those digital human hosts attributed to an AI large-model company based in the Xiaoshan Information Port Town—Hangzhou Yizhi Intelligent Technology Co., Ltd. (杭州一知智能科技有限公司)—framing the deployment as a practical substitution of human-presenting hosting capacity inside routine livestream operations.
City Branding And Public Cultural Programming: In Zhengzhou, a themed public activity positioned as an AI-driven reenactment and performance format (“AI演绎”) described a launch ceremony that explicitly involved “Baidu digital humans” (百度数字人) alongside “poet NPCs” as the interactive/performative elements of the program, linking the city’s cultural-brand narrative to staged virtual-character participation; the corporate platform explicitly named in the activity framing was Baidu’s local presence (Baidu, 百度), with the digital human treated as a co-present agent in the event’s public rollout rather than a behind-the-scenes production tool.
Platform Productization And Digital Human Toolchains: Multiple items connected Baidu (百度) to digital human commercialization as part of a broader AI stack, including references to a Baidu digital human on-site demonstration that encountered a failure during a live presentation (with Robin Li, 李彦宏, noted reacting to the incident) and to a conference narrative in which Baidu’s upgraded foundation model was paired with named digital human products and delivery mechanisms; in that framing, Baidu Intelligent Cloud (Baidu AI Cloud, 百度智能云) was described as supporting high-fidelity digital humans through a “script-driven, multimodal” technical approach for always-on brand–user communication, while the same productization storyline also described search experiences and enterprise-facing API openness in which “digital human” is treated as a first-class output format alongside images, video, and livestreaming, positioning the digital human not as a novelty avatar but as a standardized interface layer for information delivery and customer interaction.
November 16, 2025
Healthcare: Qinghai University Affiliated Hospital (青海大学附属医院) reported deploying “AI digital doubles” for 70 specialists, creating AI “digital experts” that replicate each clinician’s professional judgment and support consultative, follow-up style questioning so that users can refine queries and receive more targeted expert-like responses, positioning the digital doubles as a scalable expert-access layer rather than a simple prerecorded Q&A avatar.
Marketing And Commerce: Keyiyun (客易云) was described as providing AI digital-human livestream systems that combine multimodal perception, natural-language processing, affective computing, and real-time rendering so a digital human anchor can present with human-like appearance and voice while also using contextual understanding, emotion recognition, and proactive interaction; the same system was also framed as enabling metaverse-oriented promotional formats such as generating digital-human models for product showcases, running interactive virtual launches on metaverse platforms, and pairing live interaction with limited digital collectibles as part of campaign mechanics; Baidu (百度) was repeatedly linked to persuasion-oriented digital-human livestreaming via its Huiboxing product line, including claims of large-scale adoption during major e-commerce periods, an upgrade positioning it as a full-scenario digital-human platform, and the opening of “high-persuasion” digital-human capabilities associated with a “Luohan Yonghao-style” configuration intended to raise conversion in merchant livestreaming contexts; Silicon Intelligence (硅基智能) was presented as a China digital-human company pursuing a Hong Kong listing, framed in the digest as a “digital human first stock” narrative for the sector.
Cultural And Tourism: Xinhua (新华社) coverage of a Beijing Great Wall digital experience described a QI Jiguang-inspired digital human that can converse with visitors in real time while narrating fortress defense stories, using a character-based interactive guide to animate heritage interpretation; multiple regional tourism and city-promotion items referenced “digital humans” as historical-character embodiments, including a “digital human Liu Bang” used as an interactive encounter for visiting creators and an “AI digital butler” concept for guided scenic-area touring, both presented as experiential enhancements where a synthetic character becomes a front-end host for narration, navigation, and visitor engagement; Ant Group (蚂蚁集团) was cited in a “World Internet Conference” style item describing digital-human and related digitization techniques being applied so classical texts and cultural materials can be presented more accessibly rather than remaining inaccessible in archives.
Education And Public Communication: A Jilin-themed public-theory communication item described works that moved beyond conventional hosted speech into newer formats and, in some cases, adopted “hostless” presentations or digital-human hosting to deliver explanatory content; a Zhejiang primary-school item described school AI exhibits that included an “AI virtual human” among multiple hands-on learning projects, presenting the virtual human as an interactive learning artifact alongside other applied AI demonstrations; an Inner Mongolia education-bureau program launch referenced a “digital human Qian Xuesen” as part of a science-and-technology themed learning experience, positioning a synthetic character as a narrative device for science education; Hubei Science And Technology Vocational College (湖北科技职业学院) was reported to have presented an intangible-cultural-heritage themed digital human at the Wuhan Design Biennale, using a synthetic character as a design outcome to support heritage communication in a contemporary exhibition setting.
Enterprise And Government Services: Beijing Longwei Intelligent Artificial Technology Service (北京龙威智能人工科技服务) was described as publishing a service release framed around strengthening digital service保障 with technology and referencing “mass production” availability of a Luo Yonghao-style digital human capability as a commercialized digital-human service offering; in Hebei, a district-level initiative described an “intelligent auxiliary digital human” deployed to support business-entity administration by integrating with an economic “household registration” style system, automating daily data capture, dynamically extracting key corporate fields such as shareholder contributions and payment timelines, and consolidating a large-scale profile set used for ongoing governance workflows; Hangzhou Yizhi Intelligent Technology (杭州一知智能科技有限公司) was described as operating large numbers of “digital human employees” running continuously on servers, framing digital humans explicitly as always-on labor capacity that scales with electricity and compute infrastructure rather than human schedules.
Legal And Ethical Contexts: The Paper (澎湃新闻) digest item referenced a court dispute in Anhui arising from repeated bans of AI digital-human livestream anchors and a merchant seeking damages, presenting platform enforcement and commercial liability as an operational risk for digital-human livestream adoption; Shanghai Observer / Jiefang Daily (上观 / 解放日报) commentary framed the misuse of AI “digital doubles” and voice imitation for celebrity-style livestream selling as a governance problem, highlighting enforcement actions by cyberspace authorities against deceptive, infringing mass-replication practices and treating unauthorized cloning of public figures’ likeness or voice as both consumer-misleading and rights-infringing conduct; ETtoday (ETtoday新闻云) was referenced in the digest as also describing expanding infringement harms affecting voice actors, performers, athletes, and other public figures through voice cloning and AI double-driven impersonation in commercial contexts.
November 15, 2025
Healthcare: Ant Health (蚂蚁健康) partnered with Qinghai University Affiliated Hospital (青海大学附属医院) to deploy “AI digital clones” (AI数字分身) for 70 medical experts, positioning the clones as a way to extend expert capacity through an AI health application identified as AQ, while Guangdong deployments described “AI medical guide digital humans” (AI医疗导诊数字人) branded as Jinfuke AI (金赋AI) in hospitals including Guangdong Provincial People’s Hospital Nanhai Hospital (广东省人民医院南海医院), with functions centered on triage to the right department, doctor introductions, and medical insurance consultation via an interactive digital human front end.
Marketing: Baidu (百度) concentrated multiple developments around commerce-facing digital humans, including the public announcement that Huiboxing digital human technology (慧播星数字人) would be opened globally and framed by Li Yanhong’s positioning of digital humans as a general interaction interface in the AI era; the same cluster of reports referenced Double 11 performance claims tied to Huiboxing-enabled livestream selling, discussion of a high-realism “on-site” digital human demo that encountered presentation issues while still being defended as technically sound, and broader product-line mentions alongside digital humans that included ERNIE 5.0 (文心5.0), Kunlun chips (昆仑芯), GenFlow (GenFlow), MiaoDa (秒哒), and Apollo Go (萝卜快跑), with additional local use mentioning “Baidu digital humans” (百度数字人) appearing as recruitment or job-matching livestream support in Xi’an (西安) contexts.
Enterprise: Meituan (美团) appeared in finance and operational digitization contexts through Chongqing Meituan SanKuai Microcredit Intelligence Co., Ltd. (重庆美团三快小额智能有限公司) issuing a brand-update notice, while separate reporting tied to Chongqing (重庆) described a broader “computing power into Chongqing” initiative (疆算入渝) evolving from cross-regional compute allocation toward applied AI that explicitly included digital-human-based “digital employees” (数字员工) and “intelligent” service roles; in parallel, CITIC Securities (中信证券) disclosed that it had put 18 “AI digital employees” (AI数字员工) into production as “digital clones” (数字分身) intended to augment frontline staff into a model described as one post matched to one digital employee and one person supported by a digital team.
Education: Hongcheng AI Zhike (弘成AI智课) was described as offering “digital human instructors” (数字人讲师) designed to preserve an individual teacher’s teaching style while reducing the technical and production burden of course creation, and event reporting from Xi’an (西安) described school-side experimentation where digital humans were used to assist class management and support the construction of innovation laboratories aimed at strengthening students’ technology literacy.
Cultural: NetEase (网易) carried Chongqing-focused reporting that framed “digital humans” (数字人) moving beyond livestream selling and customer service toward “digital immortality” (数字永生) and durable “life memory” preservation as a humanistic use case, while additional cultural-heritage applications included Hubei Technology Vocational College (湖北科技职业学院) presenting an “intangible cultural heritage digital human” (非遗数字人) at the Wuhan Design Biennale (武汉设计双年展) and Beijing Miyun’s Great Wall Castle Digital-Intelligence Experience Hall (北京密云长城城堡数智体验馆) deploying a QI Jiguang-based digital human (数字人戚继光) capable of real-time dialogue and on-site guided narration of Great Wall defense stories.
Ethical Contexts: A Beijing-area contract dispute over livestream e-commerce highlighted operational and compliance fragility for AI digital human anchors (AI数字人主播) when accounts were repeatedly and rapidly banned during selling sessions, and the court outcome described the technology provider’s obligations in terms that explicitly included providing the AI digital human program, cloning the merchant’s digital human likeness, and operating the livestream account on the merchant’s behalf, with the repeated bans becoming the basis for a breach finding and damages.
Entertainment: Sobe Digital (索贝数码) was discussed in connection with broadcast production workflows where ultra-high-definition live streaming was described as moving toward “lightweight” deployment, with the surrounding media-technology context repeatedly pairing large models with digital humans as part of next-generation newsroom and live-production tooling, and YaoWang Technology (遥望科技) was cited in Zhejiang (浙江) influencer-economy coverage as an example of a top MCN reducing reliance on human influencers while shifting resources toward AI digital human livestreaming and brand operations.
November 14, 2025
Marketing: Baidu (百度) was repeatedly positioned as commercializing “digital humans” for e-commerce and brand operations, including the virtual digital human “Xiaoxiao” (度晓晓) carrying ERNIE Bot capabilities (文心一言) and operating on Taobao (淘宝) during Tmall Double 11 (天猫双11) via a shop described as “Xiaoxiao AI Everything House” (晓晓AI万事屋), alongside reporting that Baidu planned AI glasses presales on November 1, 2025; the same cluster of reports described Huiboxing (慧播星) as Baidu’s digital-human livestreaming technology and framed “digital humans” as an AI-era general interaction interface, while also describing platformized “high-persuasiveness” digital-human production associated with a “Luo Yonghao-style” (罗永浩同款) approach for livestream sales, and separately noting a conference-stage demo issue involving a link-up with a Luo Yonghao digital-human instance followed by later coverage describing a “reversal” where the Luo Yonghao digital-human instance answered questions about digital humans and livestream performance; marketing-oriented coverage also described Inse Group (Inly Media, 因赛集团) implementing metaverse marketing applications spanning “virtual digital humans,” XR-based marketing content and XR-based e-commerce livestreaming, and NFT content/platform building, while JD.com (京东) was described as pairing digital-human livestreaming with brand activations including a collaboration with MCM (MCM) and a cultural-tourism cooperation that used JD digital humans to present Yungang Grottoes (云冈石窟) with Shanxi Cultural Tourism (山西文旅), alongside separate reporting that JD’s Double 11 digital-human livestreaming drove more than RMB 2.3 billion in GMV and that its digital-human livestreaming services had supported over 40,000 brand merchants.
Enterprise And Public Services: Digital-human deployments were described as moving beyond media demos into operational service terminals and government-affiliated workflows, including Shiyou Bota (世优波塔) being reported as landing AI digital humans across multiple provinces in transport operation centers, integrated transport hubs, and government service halls as an entry point for “smart transport” service upgrades; in Guangdong sports-event contexts, Quwan Tech (Quwan Network Technology, 趣丸网络科技) was reported as providing “digital human volunteers” delivering three categories of services, with Guangdong Southern Media (Guangdong Southern Smart Media Technology, 广东南方智媒科技有限公司) cited as providing technical support, and Huatu (华途) described as operating an accessibility service platform applied across multiple major venues; in Hainan, an “Haiyidui” (海易兑) enterprise-policy service system was described as adding an AI digital human to build an associated “policy livestream room” workflow; in Jiangsu, a multi-city judicial auction promotion was described as using AI digital humans to make professional auction information more vivid and intuitive; in Zhejiang, China Telecom Zhejiang (中国电信浙江公司) was reported as using a digital-human customer-service persona “Xiaoyi” (小翼) to provide multilingual, scenario-based guidance for global guests at a major internet conference; and in Hebei library services, a digital-human librarian persona “Tu Xiao’an” (图小安) was described as recommending books to readers.
Entertainment And Cultural Contexts: Several items framed virtual beings as production tools and cultural IP vehicles, including coverage describing the evolution of central-state media virtual hosts from early experiments such as a CCTV virtual figure “Xiaolong” (小龙) in 2004 through to virtual anchors appearing on variety programming in 2025 and being treated as longer-term cultural IP rather than novelty; separately, a Korean report described an upcoming “seasonal AI drama” that introduced a deep-learning workflow from planning onward, using an AI virtual human trained on real actors’ facial-muscle and expression data to deliver more natural emotional performance through a human–AI co-creation process; and in Taiwan, CloudMosa (CloudMosa, 云碩) was described as participating in an immersive theatre production titled “Finding AI Peter Pan After 70 Years” (尋找70年後的AI彼得潘), using AI voice generation, image synthesis, and virtual puppet/virtual-being techniques to reinterpret the Peter Pan character while presenting itself as providing technology rather than only content.
Education: Lenovo (联想) was reported as landing an “AI digital human teaching platform” through the “Qingmei Plan” (青梅计划) in Mengcheng, Anhui (蒙城), packaged as “software + hardware + content” that included the AI digital human platform plus a “Zhuangzi特色文化教室” (庄子特色文化教室) and accompanying devices such as AI PCs and tablets, framing digital humans as an instructional interface integrated into localized cultural curriculum delivery.
Ethical Contexts: Multiple items emphasized risks and governance pressures created by “AI doubles” and digital-human livestreaming, including a report describing AI “doppelgängers” appearing across multiple livestream rooms simultaneously to sell products without authorization and citing examples of public figures being targeted for impersonation, and separate reporting that AI digital-human livestream hosts were repeatedly banned in livestream settings with downstream contract disputes where service providers supplied an AI digital-human program, cloned a digital-human likeness, and sometimes provided account operations, leading to claims and partial court support; these accounts collectively framed “digital humans” and “AI doubles” as raising authenticity, consent, and platform enforcement issues in high-volume commerce scenarios where the same persona can be replicated and deployed at scale.
November 13, 2025
Government And Public Services: In Jiangsu’s 2025 Jiangsu Artificial Intelligence Innovation and Development Conference and the first AI OPC Conference, digital humans were positioned as a policy communication and scenario-release mechanism, including a named digital human “Su Yi” (苏意) used to present policies alongside releases of platforms, models, data/production factors, scenarios, and projects, with participation framed around local ecosystem building; speaker examples tied to the digital-human industry included Sima Huapeng (司马华鹏) of Nanjing Silicon Intelligence Technology Group Co., Ltd. (南京硅基智能科技集团股份有限公司) and Liu Xiangjun (刘向君) of Suzhou Fengzhiyouyang Information Technology Co., Ltd. (苏州风之悠阳信息技术有限公司), reflecting a “digital human + AIGC/agent” direction in provincial innovation agendas, while Beijing’s digital-human investment push appeared through a dedicated fund structure, with Beijing Meiling Heima Shuzhiren Venture Capital Partnership (Limited Partnership) (北京梅岭黑马数智人创业投资合伙企业(有限合伙)) registered to invest in metaverse and digital-human directions under fund manager Beijing Meiling Qingyuan Venture Capital Management Co., Ltd. (北京梅岭青远创业投资管理有限公司), with capital participation attributed to Plum Ventures (梅花创投) and Shuzhiyunke (数智云科) as the cited social-capital and industry-side contributors.
Transport And Smart City Operations: AI digital humans were described as frontline service “entry points” for smart transportation operations in multiple regions, with a named deployment example of the “Shiyou Bota” AI digital human (世优波塔AI数字人) implemented in transportation operation centers, comprehensive transport hubs, and government service halls for functions including public guidance, business consultation, and dispatch/command support, positioned as a practical interface layer pairing human-like interaction with large-model capabilities to raise service efficiency and user experience.
Finance And Consumer Protection: Digital humans were used as interactive financial-literacy and consumer-protection educators in Shanghai, where China Merchants Bank (招商银行) was cited via local activity branding that included a “Digital Human Xiao Zhao Classroom” (数字人小招课堂) embedded among interactive anti-fraud and Q&A modules, presenting digital-human delivery as a mechanism for explaining common scam scripts, structuring knowledge quizzes, and linking online/offline engagement under “smart finance” public education formats.
Media, Content Production, And Newsroom Tooling: Digital humans were presented as media-production accelerants in the context of new media technology exhibitions in Changsha, where Sichuan Observation Smart Media Technology (四川观察智媒科技) was explicitly framed around a “large model + digital human” dual-drive approach for intelligent media, and related coverage also characterized newsroom-facing digital-human systems as reaching near-realistic performance thresholds in reporter-like presentation, implying use cases spanning scripted delivery, standardized explainers, and format adaptation across video/news outputs.
Marketing, E-Commerce, And Live Commerce Operations: Digital humans were treated as sales and operations infrastructure in commerce, including JD.com (京东) via the named digital-human streamer “JoyStreamer” (JoyStreamer) credited with driving large aggregate sales for brand merchants, and a separate local-services framing that positioned Keyiyun (客易云) digital-human live systems as a means to generate localized, repeatable content and reduce dependence on human hosts for high-frequency livestreaming in sectors such as dining, entertainment, and retail; at the platform and cloud layer, Huawei Cloud (华为云) appeared through a “time-honored brands digital human launch” scenario that presented digital humans as branded spokes-interfaces for legacy products and exhibitions, while MCM (MCM) was cited as a brand example linking premium positioning with digital-human presentation to convey product detail and brand tone in livestream settings.
Sports And Event Services: Digital humans were described as on-site public-service aides for major events in Guangdong, with Guangzhou Quwan Network Technology Co., Ltd. (广州趣丸网络科技有限公司) connected to a “digital human volunteer” deployment that bundled venue and city-facing guidance functions into a single interactive persona, and Guangdong Southern Smart Media Technology Co., Ltd. (广东南方智媒科技有限公司) cited as the technical support provider, placing digital humans as a service layer for attendee navigation, queries, and event information delivery rather than a purely promotional asset.
Home And Built-Environment Applications: Digital humans were described as embedded voice-interaction components within residential product ecosystems, with Jomoo (九牧) cited in a “good components, good housing” case context that explicitly integrated AI voice digital humans alongside other sensing/recognition features to coordinate multiple in-home scenarios, presenting the digital human as the conversational control-and-guidance layer within a multi-scenario smart home/bathroom environment.
Enterprise Product Roadmaps And Platform Capability Upgrades: Digital humans were framed as an evolving platform capability for real-time interactive communication, with Baidu (百度) cited as preparing a “new generation digital human” characterized by real-time “connected call” interaction, implying an upgrade from one-way scripted presentation to synchronous multi-party interaction and positioning the digital human as a live conversational endpoint suitable for customer-facing or creator-facing workflows.
Cross-Border Commerce Infrastructure: Digital humans were positioned as part of always-on livestreaming and content operations in an industrial-park model in Wuhan, where Hubei Youjia Times Culture Media Co., Ltd. (湖北有嘉时代文化传媒有限公司) was cited as a core co-building party for a proposed 7×24 cross-border livestreaming base that would introduce AI digital humans as scalable hosts or service presenters, aligning digital humans with continuous broadcasting, multi-merchant operations, and high-frequency product presentation needs in cross-border e-commerce contexts.
November 12, 2025
Industry And Market: China.org reported that China’s AI “digital human” market reached 4.12 billion yuan in the prior year with 85.3% year-on-year growth, while iiMedia Research (艾媒咨询) published a “2025 China Digital Human City Development Index Top 20” ranking that frames digital humans as a city-level development indicator tied to application scenarios, and multiple items portrayed “virtual digital humans” moving from entertainment into service guidance, media dissemination, and industry operations, including Silicon Intelligence (硅基智能) filing for a Hong Kong IPO as a self-described leading “virtual digital human intelligent-agent solution provider,” and Fangzhi Technology (方直科技) planning a RMB 116 million acquisition of Zhixiang Technology (执象科技) as part of an “AI + Education” strategy that explicitly combines internet, AI, and virtual digital human capabilities with digital content and digital scenarios for education digitalization.
Entertainment: A 360娱乐 item described a Hollywood production pipeline in which a real dog’s on-screen performance was replaced by an AI- and CGI-rebuilt “digital creature,” with facial expression, running motion, and tail movement reconstructed in postproduction to deliver a controllable, “perfect” digital animal for the final cut, while separate reporting on Bilibili (哔哩哔哩) presented the platform’s AI-transition posture as directly tied to building a “virtual uploader” ecosystem via internally named systems Index-AniSora (an “animation version of Sora”) and indexTTS2 (positioned as a “zero-cost” speech synthesis system) intended to support animated generation and scalable voice production for creator-facing virtual character pipelines.
Education: A Shaanxi classroom case described a teacher using AI to build a 3D “Natural Sound Museum” scene and having a digital human “Elf Curator” (精灵馆长) serve as the through-line presenter for the entire lesson, shifting key prompting and explanatory dialogue from the teacher to the digital character so that the class experience is organized around an in-scene virtual guide rather than a conventional lecture, and a separate school example referenced a digital human “Xiaoyu” (小鱼) used in teaching students to map colors to Jiangxi cities as part of an interactive lesson structure, indicating digital characters being used as in-class narrative anchors rather than as standalone media assets.
Finance And Public Service: China Merchants Bank (招商银行) Chongqing Branch was reported as deploying “digital human services” in community settings to provide immersive, interactive, intelligent fintech experiences, and Shandong’s anti–illegal fundraising initiative introduced the dedicated digital human “Jin Xiao’an” (金小安) as an AI-driven, real-time rendered public-information persona that answers questions from the public about illegal fundraising, emphasizes risk identification, and delivers prevention guidance through an always-available interactive interface rather than through periodic human campaigns.
Marketing And E-Commerce: JD.com (京东) was described as putting digital humans into promotion operations as late-night livestream substitutes, specifically running from 3:00 a.m. to 9:00 a.m. to cover time slots that would otherwise require human anchors, and multiple local-economy and platform items framed “digital human livestream” and “AI intelligent shopping guidance” as feature roadmaps for trade and commerce channels; within this cluster, Baidu (百度) was explicitly credited with producing high-fidelity digital human livestream hosts using a “script-driven, multimodal collaborative digital human” approach and was separately reported as preparing a next-generation digital human capability featuring real-time “connected-call” style interaction, positioning the platform’s digital humans as both performance agents for sales conversion and as interactive presenters capable of live dialogue rather than only pre-rendered delivery.
Cultural And Tourism: A Hefei culture-and-tourism report described the integration of naked-eye 3D, AR, and AI digital humans into site experiences such as the Bao Gong Park area’s Bao Gong memorial exhibition spaces, treating digital humans as part of an immersive interpretation layer alongside spatial media systems, and a Hainan-focused case described Keyiyun (客易云) using digital human AI livestreaming to add interactive presentation capacity for attractions and museums, presenting the digital host as a reusable “front desk” that can guide, narrate, and promote cultural venues while scaling beyond staffing constraints that limit traditional guided experiences.
Enterprise And Productivity: A Hong Kong–linked product release item stated that Bangyan Technology (邦彦技术) would launch NuwaAI 1.0 and framed the release around “one sentence generates a digital human,” including a planned full-process product event hosted end-to-end by a digital human, presenting the digital character not as a single asset but as an assembly pipeline that compresses scripting, persona creation, and presentation into a low-friction generation workflow aimed at turning digital humans into standardized “productivity” components for organizations that need repeatable presenters, explainers, and hosts.
Ethical And Legal Contexts: One legal-and-culture commentary item argued that “digital resurrection” should be brought into a formal rule-of-law track and treated as a governance problem for digital-human representations of the deceased, while simultaneously distinguishing that digital humans also have non-memorial value in art, education, and museum contexts because they can function as interpretive media with affordances beyond traditional formats, implying that the same technical capability—creating a humanlike synthetic character—triggers different policy concerns depending on whether the target is a historical/educational persona, a venue guide, or a re-created deceased individual.
November 11, 2025
Enterprise And Public Services: iiMedia Research (艾媒咨询) framed “digital humans” as an “AI + content + scenario” industry stack built on large models, motion capture, and real-time rendering, positioning virtual human-like avatars as interactive carriers embedded into government services, e-commerce, cultural tourism, education, and finance, while its 2025 city development index list explicitly included Nanjing and other leading cities; in Beijing, a South Central Axis Metaverse Industry Service Platform was approved as a high-quality project and built by Zhongguancun Development Group (中关村发展集团) with capabilities spanning film-grade xR virtual production, biomimetic digital-human construction, and end-to-end cloud performance services; in Tianjin, Tianjin Bank (天津银行) issued procurement around an AI mobile-banking scenario solution and a new intelligent digital-human platform project, signaling a bank-side deployment pattern where a digital human layer is treated as a front-end interaction and service orchestration capability; in Shanghai, a “digital human” was used to converse with a WorldSkills “Skills Dream Ambassador” as part of activity around the WorldSkills Museum’s anniversary and messaging toward the next WorldSkills event in Shanghai, indicating a museum-style deployment where the avatar functions as a guided conversational interface; and in the Xinjiang “Data Element ×” competition context, an official “Digital Xinjiang” AI digital human was released to interpret and explain a results analysis report alongside a website launch ceremony, reflecting a standardized public-communications use case where a synthetic presenter performs policy-style explanation and report interpretation.
Cultural And Heritage Contexts: Sina News (新浪新闻) described an AI-optimized digital human named “Xiao Feitian” (小飞天), derived from the Dunhuang Mogao Grottoes flying-apsaras imagery, designed to narrate Gansu cultural content in a “youthful” communication style, which is a concrete heritage-interpretation pattern where a stylized synthetic character is paired with generative/optimization workflows to modernize delivery while keeping a recognizable cultural figure; separately, multiple items referenced a digital human “Ji Xiaolan” (纪晓岚) used in guided or participatory cultural programming such as “Wenlan Re-Illuminated · Digital Rhymes and Flowing Fragrance,” emphasizing “ancient–modern dialogue” interactions that place the avatar in the role of a historically themed conversational guide for cultural events and digital exhibitions; and within a tourism-metaverse showcase in Wuhan, Yidian Zixun (一点资讯) was credited with creating a virtual digital human couple based on “Niulang” and “Zhinü” (牛郎、织女) that had previously been released at the Yunxi Tianhe Qixi Culture Tourism Festival, representing a “virtual lovers” pairing used as a persistent cultural-tourism IP that can be staged across events and metaverse-style experiences.
Media, Live Commerce, And Intelligent Content Production: Xinhua News Agency (新华网) and People’s Daily Online (人民网) highlighted Baidu (百度) receiving a World Internet Conference leading technology award at the Wuzhen summit for a “script-driven, multi-modal coordinated” high-realism digital human system aimed at overcoming common fragmentation issues across speech, language, and vision that manifest as stiff lines, mismatched prosody/emotion, and limited expressions and gestures, directly tying technical integration (script control plus multi-modal coordination) to a livestream-ready digital host capability; in venue operations around the National Games context, Southern Network (南方网) reported a digital human volunteer built by Quwan Technology (趣丸科技) introduced as an AI “teammate” inside a “smart venue” environment, indicating a service-assistant avatar deployed for event operations rather than pure broadcasting; and in newsroom-aligned “intelligent media” positioning, Rednet (红网) described Sichuan Observation Smart Media Technology (四川观察智媒科技有限公司) planning to connect to its self-developed large model to build full-scenario adaptive virtual digital humans that can be matched to content needs, including news presentation, “emotional companionship,” and original music, which explicitly expands the digital human role from anchor duties into companionship and creative output modes within a media production stack.
Healthcare And Wellbeing: Sina Finance (新浪财经) described a “Xinqing Station” (心晴驿站) implemented as a sound-insulated phone-booth form factor embedding an AI digital human named “Xiao Ling” (小翎) with 24/7 availability to address users’ psychological issues, which is a concrete “private micro-space + always-on avatar” pattern for mental-health-style access where the digital human functions as the primary interaction surface; and in local science-communication programming, New Hunan (新湖南) described an AI digital human “Keke” (科科) used for broadcasting key city activities and linking science-popularization events, which is a public-facing informational presenter use case aligned with science education outreach rather than clinical service delivery.
Ethical And Misuse Contexts: Sina News (新浪新闻) reported a case where actor Wen Zhengrong (温峥嵘) found an AI virtual likeness of her being used by illegal merchants for livestream selling, and when she entered the livestream to confront it she was blocked, illustrating the applied risk profile of synthetic avatars as identity-impersonation assets in commerce-oriented livestream environments; Yahoo Taiwan (Yahoo奇摩新聞) and LINE TODAY (LINE TODAY) described a separate “AI clone livestream” fraud context and face-swap misuse involving actor Lee Jung-jae (李政宰), which reinforces the same operational threat pattern—unauthorized deep-synthesis replicas being deployed as persuasive, real-time or quasi-real-time “presence” in monetized channels—and raises platform responsibility questions in enforcement, authentication, and remedies when synthetic characters are used to simulate real persons for deceptive commercial activity.
November 10, 2025
Cultural: Multiple reports frame “数字人” as a cultural-heritage interface and city soft-power asset, with the World Internet Conference Wuzhen Summit repeatedly cited as a venue where digital technology is used to make heritage “alive” through guided, story-driven experiences; a concrete example is the digital human “纪晓岚,” used as a guided narrator to walk visitors through a historical scenario involving the wartime relocation of ancient books, positioning the digital human as an interpretive layer that combines narration, scene reconstruction, and visitor guidance in a museum/library-style setting, and another Wuzhen-facing showcase describes an AI-themed exhibition where a full-chain digital human production-to-deployment platform is presented as “AvatarX,” emphasizing end-to-end workflow from creation through application delivery; separately, Xi’an is described as leveraging intangible cultural heritage and major international events to seed “new business forms” that explicitly include AI digital humans and an XR film industry, situating digital humans as part of a broader cultural-industry upgrade and international communication toolkit rather than a standalone novelty.
Sports: The 15th National Games is described as deploying a “digital human volunteer” system that provides a 7×24 intelligent service network for athletes, volunteers, and the public, and is paired with a “metaverse cloud Games village” concept that uses AI and digital human technologies to deliver immersive, virtualized event experiences and service access; this positions digital humans as a public-facing concierge layer for large-scale events (continuous Q&A, guidance, and service routing) while the metaverse environment functions as a parallel venue for showcasing event highlights and participation pathways, indicating an operational use case focused on high-throughput, always-on service delivery at mega-events rather than purely promotional content.
Marketing: Several items treat digital humans as a cost-reduction and scale strategy for livestream commerce and brand operations, describing a shift from early hype toward standardized, controllable deployment patterns such as “human livestream + store livestream,” store livestream assisting the human host, “human livestream + digital human rotation,” and digital humans assisting the human host; concrete case references include JD.com (京东) using a digital double of Liu Qiangdong for livestream selling, Baidu (百度) using its “Huibo Xing” digital human capability as a full-scenario platform positioned as benefiting large numbers of rural users and income outcomes, and a collaboration framing in which a digital avatar associated with Luo Yonghao is discussed as a high-visibility exemplar of the category’s evolution beyond superficial resemblance toward more capable, production-ready systems; a separate branding/operations angle references Huawei Cloud (华为云) in the context of an “IP operations” approach that links digital-human IP with legacy brands, implying a workflow where a digital character is treated as a managed brand asset used for marketing continuity, content multiplication, and standardized cross-channel deployment.
Enterprise: Digital humans are also described as service automation components in institutional and enterprise contexts, including China Construction Bank (中国建设银行) being noted for an authorized invention patent relating to digital-human interaction methods and associated processing components, aligning digital humans with formalized, proprietary interaction pipelines for customer-service or counter-style workflows; forum and city-branding coverage around Wuxi emphasizes “AI digital human forums” and “city image international communication” themes as part of an “intelligent communication” agenda, indicating use of digital humans as standardized spokes-interfaces for multilingual or cross-audience communication, and platform strategy commentary from Soul App (Soul) frames virtual humans and an AI Agent ecosystem as a “social” interaction option for users who struggle with self-expression, explicitly anchoring the deployment in user safety, content safety, privacy, and ethics constraints while treating synthetic characters as a scenario-expanding interface layer for social products.
Healthcare: Health-oriented coverage centers on Ant Group (蚂蚁集团) describing a health AI application “AQ,” and on associated “AI doctor avatar” capacity described as “famous-doctor AI doubles,” paired with functions such as health education, care-seeking consultation, report interpretation, and health-record services, and linked to connectivity claims spanning thousands of hospitals and large numbers of clinicians; another report about import-expo forum activity describes a “digital human matrix” approach used for precise recommendation and efficient service, with an explicit plan to extend AI digital-human usage to doctor- and pharmacist-facing endpoints so that digital humans act as connectors across the service chain, indicating a design where synthetic agents unify consumer-facing guidance with professional workflow touchpoints and continuity of care or counseling.
Education: In Xinjiang-focused reporting, a concrete classroom-facing example is a digital human tool referred to as “核宝,” described as a “smart tool” that deeply serves classroom teaching, and is paired with extracurricular clubs and project-based learning; the framing treats the digital human as an instructional support interface embedded in everyday teaching practice rather than a one-off demonstration, with the core function being guidance and support inside learning activities.
Entertainment: Multiple entertainment and cultural-tourism items describe synthetic characters and virtual-couple constructs as audience-facing attractions in metaverse or immersive settings, including a “Cowherd and Weaver Girl” virtual digital lover duo described as a metaverse product created by Yidian Zixun (一点资讯) Hubei and released at a local Qixi cultural tourism festival, positioning the synthetic characters as branded, event-tied tourism IP; a Wuhan design biennial report describes a “cultural tourism metaverse” outcome set alongside VR/XR, digital humans, and AI creative design exhibits, and references a multimodal foundation model “Zidong Taichu” shown in relation to changing digital-human design workflows at the Wuhan Artificial Intelligence Research Institute, emphasizing multimodal generation as part of design tooling; separately, Digital Domain (数字王国) is described as expanding virtual-human, VFX, and visualization capabilities while pursuing AI-driven immersive cultural tourism projects with international IP, framing virtual humans as a core production competency that bridges cinematic-grade effects pipelines with location-based or destination tourism experiences.
Ethical Contexts: Several items foreground rights, fraud, and accountability risks tied to AI-generated avatars and “digital doubles,” including commentary that disputes over virtual digital humans should be adjudicated within existing legal frameworks by tracing responsibility back to identifiable people rather than treating the digital entity as a rights-bearing subject, alongside separate reporting that unauthorized “AI doubles” have been used to pirate livestream commerce using the likenesses of film and sports celebrities, framed as a recurring infringement problem requiring constraints on who may deploy a person’s digital double; an additional fraud-adjacent example notes AI-generated “virtual avatar” video impersonation used to present fabricated investment advice attributed to Warren Buffett, illustrating the same risk pattern—synthetic persona output creating false authority—without relying on the presence of a digital human “product” so much as the practical misuse of generated likeness and voice for deception.
November 9, 2025
Healthcare: The only healthcare-related references concern “digital biomarkers” rather than virtual beings: the pathology discussion frames AI analysis of ultra-high-resolution pathology imagery as a way to derive “digital biomarkers” linked to prognosis and treatment response, and the Parkinson’s roadmap discussion lists liquid, imaging, and digital biomarkers (including calls for α-synuclein PET development), but neither item provides a concrete virtual human, avatar, AI companion, or synthetic character case study beyond the biomarker concept and therefore does not contribute usable virtual-being examples in the provided excerpts.
Marketing: Digital-human and avatar deployments are framed as cost- and scale-driven replacements or multipliers for human presenters and livestream hosts, with explicit emphasis on continuous operation, high concurrency, and reduced labor costs; the excerpts describe 24/7 “virtual digital human” livestreamers that can run uninterrupted and manage large numbers of concurrent rooms or accounts, and they also mention a recognized livestreaming-oriented digital-human product from Baidu (百度) in the context of industry awards and “typical case” recognition, including a concrete rural use case of supporting farmers at scale and contributing reported income gains, while separately noting a “script-driven, multimodal, high-fidelity digital human” capability positioned as improving livestream content quality and interactivity through multimodal real-time coordination.
Enterprise: The most concrete enterprise case study is the IPO positioning of Silicon Intelligence (硅基智能) as a “virtual digital human intelligent agent” provider offering “silicon-based labor” packages that span voice, video, livestreaming, and customer/enterprise-facing intelligent services, with the excerpts emphasizing commercialization pressure (profitability challenges) alongside broad scenario coverage and configurability (2D/3D customization is referenced in a platform-testing headline); in parallel, Soul App (Soul App) is described as building a “virtual human” and AI agent ecosystem with an explicit focus on user safety, content safety, privacy, and ethics, positioning AI-mediated social interaction as a productized alternative for users who struggle with self-expression, and multiple regional forum and “metaverse platform” items frame industrialization of digital-human production through end-to-end pipelines that bundle photoreal XR virtual production, bionic-style digital human construction, and cloud performance services to support commercial digital performance clusters.
Cultural: Several excerpts describe public-facing synthetic characters used as cultural interpreters and “city recommender” figures rather than commerce presenters: Sichuan’s metaverse discussion includes an on-screen Q&A digital person “Xiao Zhugong” (小诸葛) providing fluent interactive responses in an event setting; Gansu’s mural-heritage items describe an AI-enhanced digital human “Xiao Feitian” (小飞天) as an animated narrator and guide for cultural storytelling around Silk Road murals and preservation; and a mixed-reality reading experience is described where an MR headset environment transitions across historical sites and a digital human “Ji Xiaolan” (纪晓岚) invites visitors into a historical narrative about the Siku Quanshu, framing the avatar as an embodied interface for knowledge interpretation.
Entertainment: Digital Domain (数字王国) is positioned as translating long-standing film VFX and visualization capabilities into applied “AI + cultural tourism” experiences in Shanghai, explicitly linking virtual humans and immersive visualization pipelines to on-site integrated experiences and cross-enterprise collaboration, while other entertainment-adjacent items focus on enabling infrastructure—such as a Beijing-area metaverse industry service platform’s “XR virtual filming + digital-human construction + cloud performance” chain—rather than naming a specific recurring character franchise, performer, or creator-led synthetic persona in the provided excerpts.
Platforms: The excerpts include one clearly specified avatar platform collaboration in which Agora (声网) and Akool (Akool) integrate real-time conversational AI with streaming “virtual avatars” to raise interactivity across voice, video, and chat, framing the avatars as low-latency, lifelike front-ends for dialogue systems rather than static visuals; separately, municipal and regional buildouts are described via alliances and labs intended to standardize supply chains for digital-human production, including a Yangtze River Delta “AI digital human industry alliance” announced with participation from CCTV International Wuxi (央视国际网络无锡有限公司) and the Jiangsu Internet Association (江苏省互联网协会), indicating an institutional approach to shared tooling, evaluation, and commercialization support.
Public Services: Government- and venue-service deployments emphasize always-on, high-response interfaces presented as “digital human” agents: Guangzhou Quwan Technology (广州趣丸科技) is cited as the developer behind “AI digital human volunteers” designed to answer questions and reduce staffing costs while improving response efficiency for large events; Liaoning’s medical-insurance service is described as an “AI digital human” named “Yibao’er (Liao Xiaobao)” (依保儿/辽小保) with availability via Alipay (支付宝), indicating a practical distribution channel for public-service conversational agents; and an automotive event example describes an interactive agent digital human “Lele” (乐乐) used as an on-site engagement interface, emphasizing human-like interaction as the primary function even where the underlying platform details are not specified in the excerpt.
Ethical Contexts: Multiple excerpts describe misuse and governance issues around “AI doubles” and celebrity-like synthetic personas, emphasizing unauthorized face/voice imitation for livestream selling and the claim that “star digital doubles” should not be freely used by anyone, with the concrete scenario being impersonation-driven commerce and the implied technical substrate being face-swap/voice-clone style generation deployed inside livestream rooms; another governance-adjacent item warns about “AI companion tipping” and “AI chat-companion tipping systems” that embed generated virtual personas and voices into livestreams for simulated emotional interaction and targeted inducement of spending, framing the virtual persona not as a benign assistant but as a monetization-optimized synthetic character designed to sustain engagement and trigger rewards.
November 8, 2025
Healthcare: Zhiyuan Community (智源社区) highlighted “programmable virtual humans” as AI-enabled, dynamic, multi-scale computational human models intended to support physiology-grounded drug discovery, framing them as a route toward virtual experimentation such as testing candidate drugs in a virtual human body rather than only in conventional preclinical pipelines, and emphasizing integration of AI methods with high-throughput measurement plus single-cell and spatial omics to assemble models that can represent biological processes across scales and evolve over time as new data are incorporated, with the stated aim of accelerating R&D by making disease mechanisms, drug responses, and intervention effects computationally testable in a more human-physiology-relevant manner.
Enterprise: iFLYTEK (科大讯飞) was described as offering an AI virtual human interaction platform that combines virtual avatar/character construction with speech recognition, semantic understanding, and its Spark large model to deliver end-to-end SaaS capabilities spanning virtual human asset building, AI-driven animation/behavior, and multimodal interaction, and it separately introduced a multimodal digital human guide called “Xiaofei” (小飞) positioned as moving beyond simple Q&A toward real operational deployment with multi-party free dialogue and multilingual communication, including rapid persona/appearance switching into multiple virtual looks for richer service delivery; Huawei Cloud (华为云) was referenced via MetaStudio as a digital human solution presented in an industry expo context as supporting always-on, 7×24-hour style service scenarios; and Alibaba (阿里巴巴) was referenced through Tongyi Qianwen as a Hangzhou-linked leading-tech award project alongside Zhejiang Lab (之江实验室), within broader framing that digital humans are increasingly treated as a multimodal large-model application for human–machine collaboration.
Marketing And Commerce: JD.com (京东) was cited as using AI for merchant operations through intelligent customer service and digital-human livestreaming that functions both as a consumer-facing shopping aid and as a merchant efficiency tool; Baidu (百度) was referenced for award-recognized digital-human technology described as “script-driven, multi-modal collaborative, high-fidelity digital humans,” and its “Huibo Xing” (慧播星) digital human livestream capability was linked to concrete commerce cases including sustained 7×24 livestream selling and local agricultural/e-commerce-style explanations with real-time Q&A, with an additional livestream case referencing a high-profile creator’s digital human appearing in an e-commerce livestream and running for hours continuously; Meishe Technology (美摄科技) was presented as providing an AR short-video SDK aligned to demand growth for interactive effects such as virtual try-on and dynamic filters, positioning “virtual images/avatars” as productized creative/engagement tools inside short-video workflows; and Qingfou (青否) was referenced as enabling restaurants, hotels, scenic sites, and similar local-life merchants to automatically promote group-buy packages and venue features through automated digital-human promotion, including an example of a Chongqing hotpot brand using such a digital human for round-the-clock marketing.
Finance And Industrialization: Silicon Intelligence (硅基智能) was repeatedly characterized as a large Chinese digital-human company and “digital human intelligent agent solution provider” pursuing a Hong Kong listing, described as having sold or deployed large volumes of digital humans and reporting rapid revenue growth while also foregrounding the commercialization challenge of turning digital-human capability into durable profitability; investor backing was explicitly associated with Tencent (腾讯) and HongShan (红杉中国) in coverage of its IPO push, and the broader framing across these IPO-focused items treated digital humans as shifting from novelty AI demonstrations into an operational business category with measurable revenue tied to enterprise solutions and at-scale deployment.
Education And Research Infrastructure: Bioon (生物通) highlighted GESRes as a richly annotated dataset spanning multi-context co-speech gesture scenarios, positioned as addressing limitations of prior datasets in cross-domain sampling and multimodal annotation density, and explicitly described as a high-quality benchmark resource intended to improve reproducibility in multimodal communication research while supporting downstream work such as virtual human gesture generation for more natural, context-sensitive nonverbal behavior; Zhejiang University (浙江大学) was referenced in a “long-video AI digital human” context through a collaboration framing with ByteDance (字节跳动), and Shanghai Liang Technology (上海亮科技) was referenced through “Xingledu” (星乐读) as an AI digital human used with the DingTalk (钉钉) platform in a school reading/training setting where teachers and students reported the experience as engaging and efficient.
Culture, Tourism, And Public Services: Multiple public-facing deployments were described as using digital humans as guides, announcers, or explainers, including iFLYTEK’s “Xiaofei” (小飞) as a deployed guide oriented to multi-person, multilingual interaction, Xi’an releasing an AI digital human “Ayong” (阿俑) tied to local cultural symbolism and positioned as a “digital-intelligence” communication interface, and Xinjiang releasing a “Digital Xinjiang” AI digital human used to interpret and present competition or policy information at an event, with an additional cultural-program context in Hubei referencing an “AI digital character” release as part of a culture-week launch program where digital characters and creative products were presented together as part of a curated public showcase.
Governance, Integrity, And Misuse: Several items described risks and contested uses of synthetic personas, including a case where actor Wen Zhengrong (温峥嵘) reported widespread unauthorized commercial livestreaming that used AI-generated “digital clones” of her image across many concurrent streams with repetitive scripts, and a separate cybersecurity-themed framing (non-China) that described executive deepfake “avatars” as a tactic within broader AI-enabled fraud, collectively underscoring that the same underlying capabilities used for digital-human service, marketing, and media production can also be redirected toward impersonation, identity exploitation, and deceptive persuasion at scale.
November 7, 2025
Enterprise: iFLYTEK (科大讯飞) introduced a new multimodal digital human “Xiaofei” (小飞) at its 2025 1024 Developer Festival, positioning it as a next-generation interactive digital employee and highlighting an industry-first “variable voice cloning” capability (“百变声音复刻”) to replicate voices for different scenarios, and it also described enterprise-facing “AI digital employees” that target practical workflows spanning procurement/bidding, contract review, brand communication, and overseas expansion while combining agent capabilities, virtual-human presentation, and multimodal interaction within its interactive agent platform Spark Quick Answer (星火快答), including an executive-facing “Chief Image Officer” role concept used to accelerate business docking and external-facing communications; separately, Silicon Intelligence (硅基智能) was discussed in relation to the economics of digital-human business models and IPO-related reporting that framed “digital-human intelligent agents” as a monetizable “labor” solution sold as end-to-end, collaborative capability stacks for organizations, and Guangdong Geek Marketing Technology (广东极客营销科技有限公司) was presented as a “digital human employee system” provider in a Guangdong-focused recommendation context that links AI-enabled digital staff to business operational needs and externally oriented growth use cases.
Public Services And Governance: An “AI digital human” named “Xiao’an” (小安) was deployed to support physical-site security monitoring for an oilfield information center’s machine-room environment in Hubei, described as taking on an on-duty guarding role tied to safety and operational assurance; in Inner Mongolia, an AI digital human was placed in a government service hall as a “close guide” to assist citizens through administrative services via an intelligent terminal-style interaction; in Shandong, a digital-human presenter format (“Xiaoshan Xiaoshui” digital-human broadcast) was used to deliver policy-oriented environmental content in short-video form; in Jilin, the digital human “Jixiaozhi” (吉小智) was used in a union-led civic-education reading initiative that presents weekly book-sharing and cloud co-reading; and in Guangxi, an AI digital-human animation format was used for rural food-safety education by explaining counterfeit-food patterns and encouraging reporting via a posted QR-code mechanism.
Culture And Heritage: In Shanghai, Shanghai Jiao Tong University used AIGC methods to restore and present the likeness of Zou Taofen as a digital human, using a reconstructed digital persona to reenact biographical moments as part of the 130th-birth-anniversary commemoration activities; in Jiangsu, a “digital human Liu Bang” was presented as a historically reconstructed appearance reveal based on work attributed to a multi-expert collaboration, and Nanjing University’s “Chinese Civilization Digital-Intelligence Innovation Laboratory” was mentioned in connection with a “Xuzhou Ancient City Digital Atlas Construction Project” that frames digital techniques as a way to extend long-run urban cultural context; in Hunan, Yueyang Tower’s cultural-tourism presentation was described as combining QR-based “cloud touring,” interactive AI digital-human experiences, and animated 3D cultural relic visuals as part of a “culture + technology” integration push; and in Zhejiang (Wuzhen-related programming), participants were described as able to conduct cross-era dialogue with the digital human “Ji Xiaolan” (纪晓岚), illustrating an event-format use case where a named historical figure is re-presented through interactive digital-human interfaces.
Marketing, Commerce, And Live Streaming: Xiaoying Technology (小赢科技) launched a virtual digital human “Win-Daidai” to support service-efficiency improvements and user-experience upgrades, framing it as an operational service assistant rather than a novelty persona; multiple entries focused on “digital human live streaming” as an e-commerce growth tactic on Douyin, including claims about “anti-blocking” (account or stream risk-reduction) feature sets intended to enable more stable, always-on broadcasting and a separate case framed around a “digital clone” live-stream persona of Luo Yonghao that emphasizes high realism and fluent product-introduction performance; in Yunnan, Yunnan Virtual Human Digital Technology (云南虚拟人数字科技有限公司) and Aibing Technology (爱冰科技) were each characterized within an “AI live service” quality-ranking narrative that stresses professionalization, interaction smoothness, and high-definition output as differentiators, while Keyiyun (客易云) was positioned as a digital-human live-streaming “source manufacturer” focused on gaming-live scenarios where latency, visual quality, and real-time interaction are treated as core technical constraints.
Technology And Research Directions: Huarui Shidian (华锐视点) was profiled as an AI digital-human development provider positioned around “intelligent interaction,” with emphasis on continual upgrading of digital-human stacks and the idea that AI digital humans are penetrating multiple industries through interactive and deployment-oriented capabilities; Jizhi Hudong (集之互动) was presented as addressing an industry bottleneck via real-time interaction reported at 0.8 seconds, with end-to-end customization across appearance, voice, and interaction logic plus private deployment for data-security needs, and a concrete enterprise example referenced a multilingual “digital doppelgänger” use case for a Roche (罗氏) vice president used for speeches and internal training; Wenzhou University was described as pursuing “empathic” digital-human work framed as an advance in affective-computing style capabilities that targets more human-like interaction rather than only photorealistic appearance; ArcSoft (虹软科技) was mentioned in a market context tied to gesture-recognition concept tagging alongside virtual-digital-human and related device contexts, implying computer-vision components as enabling infrastructure for embodied interaction signals; and China Mobile (中国移动) described an “AI+” life scenario in Zhejiang that includes a holographic digital-human presence and “one-sentence instruction” assistants that can generate travel planning, place orders for drinks, and share guides, while Huawei (华为) was referenced in a Fujian event framing that situates scenario-based intelligent solutions alongside claims about international standardization activity for digital humans, and China Unicom Data Intelligence (联通数据智能有限公司) was cited in a culture-and-tourism supply–demand matchmaking context where a digital-human character “Shuyangyang” (数扬扬) delivered a cultural-tourism investment promotion pitch.
Cultural And Ethical Contexts Beyond China: Outside China-focused items, several reports framed “avatars” and other synthetic personas as part of mourning and media-literacy concerns, including descriptions of deceased-person representations appearing as avatar-like presences and the use of AI-generated figures in misleading political-video contexts, and a separate social-media polarization discussion referenced an AI-simulation design inspired by a 2023 virtual-town experiment in which multiple AI “virtual people” live, work, gossip, and socialize, using agent-like synthetic characters as a case-study method for exploring emergent social dynamics rather than as a consumer-facing digital-human product.
November 6, 2025
Enterprise And Commercialization: Coverage of China’s “virtual being” economy centered on the push to turn digital humans into monetizable “AI labor,” with Silicon Intelligence (硅基智能) repeatedly framed as a leading “AI digital human/agent” supplier preparing a Hong Kong IPO and being discussed through revenue scale, market-share claims, profitability inflection, and a positioning shift from “marketing tool” to “intelligent workforce,” alongside references to its in-house “YanDi” foundation model (炎帝大模型) and “full-stack digital human” capabilities; related IPO-oriented discussion also tied this trajectory to capital backing narratives involving Tencent (腾讯) as a named investor, and to capital-market mechanics such as the Hong Kong listing venue and the appearance of named syndicate roles (for example, joint sponsors), with the broader implication that digital human firms are pitching investors on recurring enterprise deployment rather than one-off avatar production.
Standards And Interoperability: A second cluster focused on infrastructure for scalable deployment, led by iFlytek (科大讯飞) being described as driving interoperability by leading two ITU international standards for digital humans and pointing to external benchmarking of its “AI virtual human interaction platform,” including passing an industry-organized “foundation-model digital human” capability grading test and receiving an L5-level certification, while also highlighting productization of customer-facing virtual humans on iFlytek platforms, including “Yue Ning” (玥凝) positioned as a “Chief Image Officer” virtual persona built on the “Spark Quick Answer” platform (星火快答) with multi-language, multi-modal real-time presentation and knowledge-base question answering for professional queries.
Marketing, Live Commerce, And Misuse: Multiple items treated “AI doubles” and “digital clones” as both a commercial tactic and a governance problem, describing influencer/celebrity-style “AI doppelgänger” livestream selling that can be assembled from stolen prior footage, composited cutouts, or face-swap synthesis to simulate live selling, with the concrete case of actor Wen Zhengrong (温峥嵘) being cited as having “clones” appearing across multiple livestreams and commentary emphasizing enforcement blind spots and the need for platform-level remediation; parallel commercialization narratives positioned StarTrail Interactive (星迹互动) as building high-fidelity “artist digital doubles” for real celebrities to extend commercial lifecycles beyond time-and-body limits, while also describing a second path of creating or operating cultural IP-oriented synthetic characters such as a Li Qingzhao (李清照) digital persona and a virtual girl group named E.V.E. as part of an “AIGC ecosystem” framing; separately, market/stock coverage referenced Perfect World (完美世界) in the context of a “virtual digital human” sector board move rather than a specific case study, but still signaled how “digital human” themes are being bundled into investable categories.
Government, Public Service, And Enterprise Operations: Several examples described digital humans as front-line service agents in public and quasi-public settings, including a customized 3D policy-consultation virtual human “Feng Xiaobao” (丰小保) operating 24/7 in a Beijing district social security service hall to answer questions and guide workflows while reducing counter pressure, additional mentions of “digital human employee” deployments that provide step-by-step guidance for citizens completing social insurance or administrative procedures, and broader references to enterprise or institutional showrooms using digital humans for interactive consultation; adjacent enterprise-operations content from Xiamen highlighted patent activity and application-focused engineering, including a building intercom scenario tied to speech recognition, with Dianek (狄耐克智能科技股份有限公司) explicitly named in connection with an “intelligent building intercom” patent application framed as part of a wider local push into virtual-being dialogue and related AI intellectual property.
Tourism, Culture, And Heritage: A set of reports treated digital humans as narrative devices and cultural-tourism operators, including “Huang Xiaoxi” (黄小西) presented as a tourism digital human traveling with a Guizhou “pleasant living” promotion event to Shanghai and being positioned as an intelligent service interface for cultural-tourism industry digitalization, and a Shanghai Jiao Tong University context in which a commemorative digital human based on Zou Taofen (邹韬奋) was created from historical photos and textual materials using AIGC methods to deliver a first-person-style audiovisual self-narration; additional cultural programming referenced stage and performance experimentation involving concepts around “Naka-no-hito” (中之人) as a production role associated with virtual personas, signaling how performance practice is integrating virtual-character pipelines even when the focus is not a specific named avatar product.
Education And Training Contexts: Education-related mentions framed virtual beings as instructional interfaces and simulators, including an “AI medical school” demonstration that referenced learning-companion systems, “master” lecture halls, and a “digital human virtual dissection table” as part of a technology-exhibition showcase, and separate event-oriented reporting in which digital humans were listed among AIGC film-and-imaging practices and city cultural-tourism applications, emphasizing that “digital human” tooling is being folded into curriculum-adjacent demonstrations and professional training displays rather than remaining only a marketing-facing novelty.
Content-Creation Tooling And Digital Avatar Generation: One non-China-language item focused on a named multimodal creation suite “SkyReels V3,” described as enabling streamlined generation of video, images, and “digital humans/digital avatars,” including templates aimed at e-commerce needs and support for multi-person, multi-turn conversation from a single camera perspective with lip-sync and dynamic camera movements, while explicitly referencing integration with model names such as VEO 3.1, Sora 2, and GPT Image as the underlying generative stack; a separate “digital avatar” usage appeared only as a metaphor for payments modernization (UPI vs debit cards) and did not describe virtual beings as products or deployments beyond the figurative language.
November 5, 2025
Public Services: In Gansu (Qingyang), a digital human customer-service agent named “Le Rongrong” is described as integrating three functions—intelligent navigation, inquiries, and emergency response—so it can respond in real time to venue-related needs tied to large-scale event operations; in Guangdong (Guangzhou), “digital human volunteers” are positioned as a front-end guidance and consultation layer for volunteers, athletes, and the public, providing wayfinding and event-information services across multiple major sports venues; in Jiangsu (Wuxi), a “metaverse digital human police” setting is described where a friendly-faced digital police avatar answers public-security service questions and can support handling of high-frequency services such as vehicle/driver administration, household registration, and exit–entry matters via an online mini-program channel; in Beijing, the “Beijing Ancient Trees Digital Museum 2.0” update is described as adding a digital human and an “I take a photo with ancient trees” interaction that provides multi-scene themed online photo-studio experiences, presenting a civic-heritage interface where the avatar and interactive modules mediate public participation; in Zhejiang (Wuzhen), “digital human” programming is also presented as part of showcasing future lifestyle scenarios, including a “digital human music festival” format where multiple virtual digital humans perform in a coordinated electronic-music setting, framing event-service and public-experience delivery through synthetic performers rather than human hosts.
Healthcare: In Hubei (Wuhan), a digital human AI psychological counseling assistant named “Dora” is described as interacting with workers through an intelligent cloud screen to support mental-health construction, positioning the avatar as a counseling interface rather than a general chatbot; in Zhejiang, Zhejiang University School of Medicine Second Affiliated Hospital is described as making progress on a “full-vascular digital human” approach for precise disease prevention and control and publicly releasing a related digital human technology platform, framing the avatar as a patient-specific or population-modeling substrate for clinical risk assessment and prevention workflows; in Hunan (Changsha), “Zhihuiyan (智慧眼)” is referenced as receiving a national competition award in an “AI + medical health” track that explicitly includes large models, multi-agent collaboration, and digital humans as part of the solution space, positioning medical digital humans as a component in broader clinical AI system architectures rather than a standalone front-end.
Education: In Guangdong (Shenzhen), a “digital Su Shi” classroom use case is described in the context of AI-era education discussions, with technology support attributed to Guangdong Nanfang Zhimei Technology (广东南方智媒科技有限公司), implying a curriculum-facing avatar that can support teaching and dialogue around historical figures and texts; in Shanghai, Shanghai Jiao Tong University is described as staging an “AI letter-writing” activity and deploying a digital human version of Zou Taofen that delivers a first-person biographical narration to students, using an institutional event format where a synthetic character becomes the primary explanatory voice and interaction anchor rather than a conventional lecture or video playback.
Culture And Heritage: In Fujian (Quanzhou), China Telecom Quanzhou (泉州电信) is described as presenting an “AI intangible-cultural-heritage face-changing” interactive application that fuses digital humans, AIGC, and related capabilities, positioning a digital human as the performer-facing layer that enables participatory heritage experiences; in Jiangsu (Suzhou), iFLYTEK (科大讯飞) Suzhou Research Institute is described as using digital technology to “revive” Li Bai through an interactive digital human installation within an “AI poetry-and-painting Jiangnan” themed area, where visitors can provide prompts or descriptions and engage with the synthetic character as a cultural guide and interactive storyteller rather than a static exhibit label.
Marketing And Commerce: In Jilin/Henan “Double 11” shopping-festival coverage, “Qingfou Digital Human (青否数字人)” is described as enabling digital human livestreaming that appears indistinguishable from real hosts while functioning as a continuous traffic-capture mechanism, positioning synthetic hosts as always-on sales conduits; in Shanghai, a “digital human technology” capability is described as enabling a “what-you-see-is-what-you-get” shopping experience and having already reached cooperation with multiple companies, framing the avatar layer as a product-visualization and guided-commerce interface rather than purely entertainment; in Inner Mongolia (Hohhot) display-industry reporting, exhibitors describe workflows where users upload their own image and quickly generate a digital human for rapid presentation, positioning digital-human generation as a consumer-facing feature embedded in display or visualization ecosystems and aimed at fast, personalized showcasing rather than long-form character development.
Enterprise Platforms And Industry Developments: In Beijing/Hong Kong capital-markets coverage, Silicon Intelligence (硅基智能) is repeatedly framed as a leading AI digital human/virtual digital human provider moving toward a Hong Kong main-board listing, with institutional participation referenced through Tencent (腾讯) and Sequoia (红杉), and underwriting roles attributed to CMB International (招银国际) and DBS Asia (星展亚洲), indicating that digital-human “intelligent agent” providers are being packaged as platform businesses with funding earmarked for continued technology development and scale; in national technology-frontier messaging, Baidu (百度) is described as including “digital humans” among its 2025 “top ten” frontier inventions alongside large models, deep-learning frameworks, AI compute, agents, and AI search, positioning digital humans as an application layer that is expected to benefit from foundation-model and toolchain advances rather than as an isolated vertical; in sector-market reporting, the “virtual digital human” stock-concept segment is referenced with KPG (开普云) cited in relation to segment performance, reflecting that “virtual digital human” is being treated as a cross-company thematic category in capital markets even when individual product details are not specified.
November 4, 2025
Marketing: In Chongqing, market commentary framed Caixin Development (财信发展) and Huanrui Century (欢瑞世纪) as concept-linked A-share names tied to themes that explicitly included virtual digital humans alongside film/short drama, interactive film-game hybrids, IP commercialization, tourism, and AI, with Hualong Securities (华龙证券) investment adviser Zhao Haihong cited in that thematic linkage; in Hebei, an “AI digital live-streaming base” was described as enabling up to 100 digital humans to run live commerce simultaneously in a rural revitalization program (“一品一播”), with a concrete sales example given as roughly three minutes to sell more than 30,000 bottles of sesame oil, positioning digital humans as scalable on-camera hosts for high-throughput local product marketing; in Anhui, Hefei Dapuhuilian Technology (合肥达朴汇联科技有限公司) was presented as offering customizable “IP digital humans” and related experiential products, with a concrete family use case of commissioning a “senior student” persona to motivate a child’s learning and provide longer-term companionship-style support; in Zhejiang, a “digital partner” framing was described in which digital humans are combined with real-person on-camera appearances and integrated into internal organizational workflows to reduce marketing inefficiency, treating the avatar as an operator or co-host rather than only a front-end presenter; and in Guangdong, Guangdong Geek Marketing Technology (广东极客营销科技有限公司) was cited in a 2025 “digital employee system” recommendation context, positioning AI digital humans as standardized enterprise-facing “employees” intended to address business process and staffing pain points through automation and workflow coverage.
Enterprise: Nanjing Silicon Intelligence Technology Group (南京硅基智能科技集团股份有限公司) was repeatedly characterized as a leading Chinese “digital human intelligent agent” provider pursuing a Hong Kong listing, with reports attributing to it commercial-scale deployment (including claims of large numbers of digital humans under management), mid-2025 revenue and a shift to adjusted profitability, and a product logic centered on generating digital-human video presenters from key inputs or scripts; its technology stack was summarized as voice cloning, appearance cloning, and “thought” cloning for constructing agentic digital humans, and its business emphases were named as digital immortality, AI e-commerce, and knowledge production, supported by an asserted patent portfolio; capital participation was explicitly linked to Tencent (腾讯) and Sequoia (红杉), and the listing process was described with joint sponsors including China Merchants Securities International (招银国际) and DBS (星展).
Tourism And Public Services: In Guizhou, a named tourism digital human “Huang Xiaoxi” (黄小西) was described as running interactive Q&A with residents and visitors and generating an end-to-end “eat, stay, travel, shop, entertain” itinerary on demand (for example, responding to questions about must-see attractions and living/travel recommendations in Guiyang), with Guizhou Tourism Group (贵旅集团) linked to presenting multi-sector tourism offerings where the digital human functions as an always-on concierge for “sojourn” and vacation scenarios; in Shandong, Shandong Mobile (山东移动) launched a “Shumei Zhibojian” product positioned for public-sector use, specifying policy communication and process guidance as government functions and extending the same digital-human broadcast format into culture-and-tourism guidance; in Wuhan, an industrial park setting described a digital screen experience where a historical foreign factory director (“German” identity referenced) appears “as a digital human” to converse with visitors, illustrating a museum-like or industrial-heritage interpretive guide pattern embedded in smart-park exhibition systems.
Entertainment And Cultural: In Fujian, a provincial-government feature described two lab projects that explicitly include an AI digital human named “Xiaomo” (小默) alongside a global Mazu temple dynamic sensing system, positioning the digital human as part of a cultural-infrastructure sensing-and-interpretation program rather than solely a media persona; at the Strait Cross-Strait (Xiamen) Cultural Industry Expo, a public-interest AI interactive script game (“Cosmic Big Team: Chinese Kung Fu”) was described as using interactive unlocking of Fujian–Taiwan culture and intangible-heritage knowledge, while Fujian Fanghua Yue Opera Theatre (福建芳华越剧院) was described as staging a “digital human + live performer” rendition of Dream of the Red Chamber with holographic presentation, treating the synthetic character as a co-present stage entity in heritage performance contexts; in Zhejiang, a report on virtual anchors reaching CCTV (央视) highlighted Tingchaoge (听潮阁) as developing optical motion-capture and an iterated virtual-character system to produce both stylized chibi-like virtual beings and higher-precision aesthetic virtual beings, presenting the key technical lever as capture-and-rig pipelines that let vocal-centric performers “move” through a consistent synthetic persona.
Education And Training: In Xi’an, a 2025 AIGC film-and-imaging industry sharing event framed “digital humans” as part of the practical toolset discussed under AI plus film/TV workflows and commercialization, linking synthetic characters to professional imaging production and business opportunity narratives; in Hefei, iFLYTEK (科大讯飞) developer-festival exposition coverage described efforts to make digital humans’ perception and responses more fine-grained and to support richer interaction “in virtual worlds,” while separate exposition framing described AI virtual humans that not only answer questions but also extend questioning to guide thinking, positioning the virtual being as an instructional interlocutor for cultivating AI literacy through guided inquiry rather than one-shot Q&A.
Virtual Companions And Social Contexts: A metaverse-themed commentary argued that “virtual digital humans” can serve single people by providing psychological comfort and a sense of companionship, framing the synthetic character as an affective social substitute in a metaverse setting rather than a task-only agent, although no specific product name or deployment site was provided beyond the general virtual-human role description.
Virtual IP And Character Commercialization: In a “virtual image” business context, StarPlus Legend (巨星传奇) was reported as planning an $8 million strategic investment in Galaxy (Galaxy) and was described as having developed flagship IPs tied to Jay Chou and fitness coach Liu Genghong, including Jay Chou’s official 2D virtual image “CHOUCHOU” (CHOUCHOU) and a character-branded “Coach Liu” image, with Galaxy described as doing artist discovery/training, album planning, entertainment management, and metaverse virtual-image creation plus variety-content production, positioning virtual characters as monetizable IP assets that sit alongside conventional celebrity management and content pipelines rather than replacing them.
November 3, 2025
Healthcare: Fuzhou Municipal People’s Government (福州市人民政府) described “digital human dialogue” as part of its healthcare reporting, framing the digital human interaction as a front-end conversational interface within local health-system narratives, presented alongside broader medical-reform and access themes without naming a specific vendor, model, or deployment stack, but clearly positioning the digital human as a patient-facing or visitor-facing interaction modality in the city’s healthcare communication context.
Enterprise: Silicon Intelligence (硅基智能) was presented as a Nanjing-based “digital human intelligent agent” provider pursuing a Hong Kong listing, characterized as having a full-stack technical approach oriented around building and deploying digital human agents at scale, with the reporting emphasizing its market positioning (including third-party ranking claims), revenue scale for 2024, and the notion of “digital labor” delivered to many industries in large volumes, while remaining high-level on specific vertical case studies. JD.com (京东) was described as operationalizing AI across its “super supply chain” during 11.11, with “intelligent agents” collaborating and digital human services supporting large numbers of merchants, framed as an enterprise-scale coordination and service layer rather than a single showcase character, and positioned as AI-enabled operational tooling embedded into commerce workflows. Shandong Digital Human Technology (山东数字人科技) appeared in market coverage tied to the listed entity “数字人(920670),” which treated “digital human” as the company identity in a securities context rather than describing a specific avatar product, but still constitutes a concrete corporate instance directly labeled around digital humans.
Retail And Smart Commerce: Jiefang Daily (解放日报) reported that Shanghai’s Zhangjiang Luyue Tiandi (张江陆悦天地) planned an “AI digital human customer service” built from its in-house IP “Lu Xiaoqiu” (陆小球), delivered through the project’s own membership mini-program to provide consumer Q&A, navigation/wayfinding, and membership services, explicitly positioning the digital human as a mall/service-district customer-service persona designed to make interactions more vivid and convenient in a consumer retail environment.
Finance And Compliance Operations: Zhejiang Wanglian Digital Technology (浙江网联数科) was described in the context of “intelligent voice collection” for financial recovery, explicitly listing a “virtual digital human customer service” component using a 3D character to enable face-to-face style negotiation experiences, and pairing that with “intelligent arbitration docking” that synchronizes overdue evidence chains to judicial institutions, presenting the virtual digital human as one module inside a compliance-oriented workflow that blends customer interaction, documentation, and downstream legal/administrative interfacing.
Education, Training, And Cultural Heritage: BIT Digital Media And Simulation Technology Research Institute (北京理工大学数字媒体与仿真技术研究所) was reported demonstrating an educational scenario in which a child could be assigned a customized “senior student” digital human (“学长”数字人) intended to motivate learning and accompany growth, positioning the digital human as a personalized developmental companion in learning contexts. In a primary-school arts classroom report, “digital human Xiaoyao” (数字人小窑) was described as narrating the story behind Changsha kiln culture to students, situating the digital human as a heritage-explanation docent within K–12 instruction. Runze Yuan Education (润泽园教育) was reported to have released the “Yangming Xinjing” digital human (“阳明心镜”数字人), framed as a productized digital persona intended to help bring Wang Yangming’s philosophy into everyday life, implying an education-and-culture dissemination use case where the digital human is the presentation layer for structured teachings rather than a generic chatbot.
Arts, Performance, And Media Presentation: Fujian Fanghua Yueju Theatre (福建芳华越剧院) was reported staging a “digital human + real performer” joint performance of Yue opera, specifically “Dream of the Red Chamber: Reading The Western Chamber” (《红楼梦·读西厢》), using the digital human as an on-stage counterpart rather than an off-stage marketing asset, indicating an applied performance format where a synthetic character shares the stage with a human performer in a traditional-theatre setting. Separately, Zhejiang media coverage on virtual anchors described a workflow where a performer wearing motion-capture equipment becomes a real-time synchronized, anime-style virtual host, emphasizing the technical mechanism of live capture driving a virtual persona for broadcast-style presentation, and linking this to broader adoption of “digital humans” and metaverse-related production techniques in the host/anchor ecosystem.
Exhibitions And Display Technology Showcases: Yingmu Technology (四川影目科技有限公司) was cited in pre-event coverage for the World Display Industry Innovation and Development Conference in Chengdu as part of a hall exploration of “black tech,” where “digital humans” were listed among representative AI display terminals alongside multilingual AI transparent screens and an AI sugar-figure machine, positioning digital humans as a demonstrable display endpoint category within the event’s exhibition framing rather than a single named character case study.
Research Infrastructure And Models Presented As Digital Humans: Wuhan Artificial Intelligence Research Institute (武汉人工智能研究院) was reported presenting its independently developed “Zidong Taichu” large model with an embodied presentation as a Hanfu-wearing digital human called “Xiaochu” (数字人“小初”), framing the digital human as the visual/interactive representation of the underlying model’s capabilities and domestic full-stack narrative; the coverage also linked the model lineage to Chinese Academy of Sciences Institute of Automation (中国科学院自动化研究所) as the institutional source referenced in related reporting, with the key concrete instance being the named digital human persona used to personify the model in demonstrations and media communication.
November 2, 2025
Media And Virtual Production: The 360 Entertainment item on the CCTV Host Competition (央视主持人大赛) includes an example of multiple hosts being placed into the same virtual studio (“虚拟演播室”) for comparative scoring, and frames “AI voice” (AI语音) literacy alongside short-video editing and “bullet-commentary style” writing (弹幕体) as capabilities that make younger hosts better suited to contemporary integrated editorial-production workflows (“采编”) in media environments that blend virtual production and AI-assisted presentation.
Livestream And Digital Human Anchors: China Science and Technology Network reports that Baidu (百度) has helped create more than 100,000 digital-human livestream anchors (“数字人主播”), and attributes measurable outcomes to these deployments, including a 31% uplift in livestream conversion rate, an 80% reduction in the cost of going live, and a named spokesperson and role—Wu Tian (吴甜), Baidu Group Vice President and Deputy Director of the National Engineering Research Center for Deep Learning Technology and Application—connecting the scale of deployment to commercialization effects in livestream operations.
Digital Human Industry And Competitive Dynamics: Securities Times’ “elimination round” framing (“淘汰赛”) is explicitly tied to the post–large-model (“大模型”) period and states that, while large models should theoretically improve 3D digital humans’ dialogue capability and help commercialization, market reality is harsher; within that context, it names MoFa Technology (魔珐科技) and its Chinese-style virtual human “Ling” (“翎Ling”), and attributes an interpretation of industry change to founder and CEO Chai Jinxiang (柴金祥), positioning MoFa as an early entrant still “at the table” while implying consolidation pressure across the sector.
Government Digital Services: CCTV News reports that the Ministry of Human Resources and Social Security’s “Digital Human Resources and Social Security” service (“数字人社”) has served 15.6 billion user interactions (“156亿人次”) within the referenced year, presenting it as a large-scale public-service deployment of a digital-person–style interface for government services without additional operational detail in the excerpt.
Financial Services And Anti-Fraud: IT PRO Magazine reports that Bank of China (Hong Kong) (Bank of China (Hong Kong) / 中银香港) presented成果 from the Hong Kong Monetary Authority’s first-batch Generative AI Sandbox participation, specifically naming a “digital human assistant” (“數字人助理”) alongside an anti-fraud solution (“防欺詐解決方案”), describing the pairing as a sandbox outcome and indicating a banking use case where a digital human interface is positioned together with fraud prevention capability.
Healthcare Education And Virtual Anatomy: Coverage of the Canton Fair’s first “Smart Healthcare Zone” notes that Shandong Digital Human Technology Co., Ltd. (山东数字人科技股份有限公司) drew attention for a high-definition digital human virtual dissection platform (“高清数字人虚拟解剖台”), and describes its product as combining digitized 3D reconstruction with medical education to virtually restore human anatomical structures, characterizing it as filling a domestic gap in the cited reports while situating the deployment in procurement-facing exhibition demand.
Digital Human Providers And Capital Markets: Multiple finance and portal reports state that Silicon Intelligence (硅基智能) is pursuing a Hong Kong listing via a filed application, describing the company as founded in 2017 and focused on R&D and commercialization of “digital human intelligent agents” (“数字人智能体”) and anthropomorphic multimodal intelligent interaction, and additionally note its investor/shareholder links to Tencent (腾讯) and 360 (360), framing its offering as “Silicon-based labor” (“硅基劳动力”) across industries while keeping the technical description at the level of “multimodal” and “intelligent agent” positioning rather than specific product architectures.
Real Estate Digital Twins And Virtual Showrooms: A NetEase real-estate item describes a sales-office/official-release context where “virtual digital humans” (“虚拟数字人”) and cloud rendering are combined with game-and-film-grade engines Unity (Unity) and Unreal Engine (UE) to overcome limitations of conventional sample-room visits by constructing apartment-layout scenes and using technology to create a digital-twin (“数字孪生”) virtual viewing experience that expands the range of units that can be toured beyond a small number of physical model rooms.
Culture And Tourism Digital Humans: A Gansu commentary piece on “AI + cultural tourism” describes “mural revitalization” as an example of AI-enabled cultural heritage activation and, within the same framing, cites a named local digital human (“数字人”) called “Yun …” (“云…”) associated with Zhangye Giant Buddha Temple (张掖大佛寺), indicating a site-specific cultural-tourism deployment of a digital human persona for interpretation or visitor engagement, although the excerpt does not provide the full name string or technical stack.
Municipal Digital Personas: A Shanghai Changning district NetEase post states that a district digital human named “Xiaoning” (“小宁”) is used to explain “two new concepts” in an accessible way, presenting “Xiaoning” as a municipal-facing digital persona used for public communication and concept explanation within a local-government media channel context, without further detail on the underlying platform.
Synthetic Media, Impersonation, And Misuse: Phoenix Technology reports an incident in which a “AI virtual person” (“AI虚拟人”) was used to impersonate an NVIDIA-style keynote presentation in a livestream context, describing a generative-AI-faked broadcast (“冒充…直播”) that incorporated a cryptocurrency promotion hook and achieved substantially amplified viewing, presenting it as a concrete case of synthetic-avatar misuse for fraudulent engagement and attention capture rather than as a legitimate virtual-host deployment.
November 1, 2025
Public Services: Reports about “数字人社” describe a nationwide smart social-security service model in which localities introduce AI and big-data capabilities to push “智慧社保” into communities, villages, and workplaces, with Chongqing cited as a concrete case where insured residents use an on-site self-service setup (including deployments to commercial districts, rural areas, and enterprises) and can query and resolve social-security issues by presenting an ID card, illustrated by citizen Pan Guangyong (潘光勇) describing an ID-based check that directly surfaced and addressed his questions, while an annual usage figure of 15.6 billion service instances is reported for the “数字人社” system.
Cultural And Events: Multiple reports describe staged “跨越时空的对话” presentations that use large-model AI plus digital-human embodiments to “recreate” historical figures as interactive synthetic characters, specifically naming Zigong (子贡), Zhang Jian (张謇), and Tan Kah Kee (陈嘉庚) appearing as digital humans who engage in a Q&A about the essence of commerce with contemporary young entrepreneurs, with Li Bo (郦波), identified as a Nanjing Normal University professor, presented as the host of this segment; separate event coverage also points to public-facing “数字人讲解服务” being added to provide customized, intelligent exhibition guidance for visitors (reported in Beijing), and a sports-culture example in Zhejiang in which a digital-human portrayal of Huang Gongwang (黄公望) is integrated into a creative work that has the character “duet” with players in a “浙BA” themed production credited to creator group Z-2 LAB.
Finance: In Hong Kong, Bank of China (Hong Kong) (中國銀行(香港)) is reported as a first-batch participant in the Hong Kong Monetary Authority’s generative-AI sandbox and showcased outcomes including a “digital-human assistant” for customer interaction plus an anti-fraud solution set, framed as improving customer experience while addressing deepfake-related risks; related coverage also references Standard Chartered (渣打) discussing large-language-model use to compress the time needed to produce new-property summary materials to about five minutes, and mentions that Bank of China (Hong Kong) is building a deepfake defense system as part of its GenAI workstream.
Enterprise, Marketing, And E-Commerce: Several items describe operational use of digital humans for commerce enablement, including DCF智能商城 being reported as using “数字人直播” and AI content generation to amplify visibility for local specialty products during promotional events in Xinjiang and Harbin; Yunnan Zhongzhen Technology Development (云南中臻科技发展有限公司) is described as applying “真人+数字人” dual-track operations within its AI GEO service offering and using intelligent systems to support this model; and “AI数字直播基地” infrastructure in Hebei is reported as supporting livestream-driven rural revitalization outcomes, exemplified by a short-time sales burst in which over 30,000 bottles of sesame oil were sold in three minutes under an “一品一播” approach.
Industry And Capital Markets: Coverage of Silicon Intelligence (南京硅基智能科技集团) states that it submitted a listing application to the Hong Kong Stock Exchange and positions itself as China’s largest provider of digital-human intelligent agents, explicitly framing its product as “silicon-based labor” delivered through digital-human agent offerings; separate industry reporting characterizes a post–large-model “淘汰赛” dynamic in the sector and cites Mofa Technology (魔珐科技) as an early entrant that produced the Chinese-style virtual person “翎Ling,” with its founder and CEO Chai Jinxiang (柴金祥) arguing that firms that did not follow an AI R&D path face capability constraints; additional corporate and policy items reference digital-human development as a strategic direction in local industrial planning (for example, objectives to accelerate digital-human industry-chain ecosystems) and in enterprise platform roadmaps that incorporate digital-human modules.
Security And Misuse: One report describes an AI-generated “virtual likeness” of Nvidia CEO Jensen Huang being used in a fake livestream aligned with the timing of the company’s GTC keynote, drawing peak real-time viewership around 100,000 and being used to promote a cryptocurrency-related hook, presented as a generative-AI deepfake deception case involving a synthetic character modeled on a real public figure; related financial-sector reporting (noted above) treats deepfake defense as a practical requirement, linking digital-human assistants and fraud countermeasures as parallel deliverables in institutional GenAI deployments.