Concept

Trend:  Meta has been a hot subject oriented to trendy market. One wat it is somehowIll-referred to a Sci-Fy novel creation of Metavirse. It seems to be riding on a new form of man-machine interface of Internet (v3.0?). Literately techno phases configured to express more ambiguity and oxymoron, become a fashion, such as artificial-intelligence or virtual-reality, now an ancient Greek philosophy of self-referential is resurrected. 

Pain Point: The so-called Digital Human, that obscure desire of marketing tool, only reflects a hesitation in market places: (1) It is too expensive (in hardware costs and communication bandwidth) to implement sophisticated photo-realistic and physically-correct ones. (2) If can realize photo-realistic and physically-correct Digital Human,what is the point not to have a real human to perform? The answer: both desireexaggerations in facial features and body actions, then it comes back cartoonicrepresentations. Cut the chase, a more direct question: What if an individual would like to personalize an influencer, imitating him or her self? That makes our approach.

The Principle: Eventually, the point it is not so technical, about how a CG character that CAN outperform a real person. It is a process about HOW can it be personalized. With research and help of Cloud AI Mind Power, it seems to be possible now. In general, to commercialize as new virtual roles who affect human’s mental desires in most practical ways, a choice that a psychiatrist faces.

Find a crack to break in: Internet businesses concentrate on e-commerce. Its purpose is to bring merchandises or conveniences to consumers in close-range. While is it so necessary to use “influences” to do so? Among all kinds of real-human or virtual influencers, passive star-followers or announcers, or active individual interactions, we choose the latter. For the human’s nature, we bring users and customers back to their common behavior of talk-to-self, or self-reflection, or as said self-referential, explore and profit from more primal desires of human being, easing mental conflicts, for marketing new products.

AI Digital Human: A Personal-Meta

Self-referential Animation of a personal past or futureA user can virtually create, direct and dialog with his young self (for an elder one), or impersonate and act oneself as his imaginative adult with achievements (for a youth), or correct the past (for an elder), and a cloud AI engine will interactively take care the virtual-self’s growth and evolution. We provide an online software tool and its network shared asset library, to help an user to create and configure a personal-meta. And let a Cloud Consciousness Engine (or a Cloud Mind Power) learn and influence thoughts and behaviors of the Personal-Meta. 

It is a game, a meditation or a aid of mental-health, with many surprising developments, and suggesting personal revelations. Multi-disciplinary techniques are utilized: AI learning algorithms, online data compression, animation character and scenery development, etc. Virtual Personal-Meta’s real-time behaviors, are optimized by machine, but directed by his/herself of real world. Cloud Service Portals have of such “engine” have been established worldwide. Our Personal-Meta is just a branch application utilizing them.

Personal-meta is an online tool (APP) can be widely used for individual private and social connections, and of course for market promotion. It is low-cost, easy to be user-configured, changes and evolve, with option to connect with cloud AI services. It is interactive, evolvable, artistic and fun to play, growing with logical learning and surprising revelations. A pool of wide-variety of configuration assets are developed and shared among social network users, to reflect popular trend and constant process of perfection.

The invention and development is headed by Wayne Wang, who has accumulated around 10+ man-years of R&D and online experiments. Now StudioX’s chief engineer Jin Luo is guiding its product-to-market phass. The next step is emphasizing on international artistic touches and asset library enhancement. We need one-year to launch the first International Edition.