虽然虚拟数字人及其产业已经开始加速,但是要实现大规模商业化,仍面临技术门槛高、周期长、成本高、人才稀缺等难题。
While virtual digitalists and their industries have begun to accelerate, large-scale commercialization still faces challenges such as high technology thresholds, long cycles, high costs and scarcity of talent.
虚拟数字人短期内的落地场景是面向B端的各类服务。目前来看,虚拟数字人主要分为虚拟偶像(洛天依、柳夜熙、翎Ling、梅涩甜运握磨等)、虚拟主播(央视网小C、新华社小诤、人民日报果果、湖南卫视小漾等)、虚拟员工(百信银行AIYA、哈尔滨啤酒哈酱、OPPO小布等),他们的主要功能是面向B端的媒体服务、企业服务和品牌营销服务。
Virtual digital players are currently divided into virtual icons (Lodiyi, Yao Yae-hee, Ling, Mae-Swee, etc.), virtual anchors (Si-C, Xinhua, People’s Daily, Hunan Watch, etc.), virtual employees (Ai-Ya, Harbin, OPPO, etc.) whose main functions are media services at the B-simple, business services and brand marketing services.
虚拟数字人及其产业已经取得显著进展,但是受制于技术、成本、应用场景等因素的制约,尚处于初级发展阶段但处于加速期,其未来的快速发展取决于技术、资本、政策、商业应用场景的快速拓展,而关键则在于元宇宙整体旁斗发展情况的进展。
Virtual digitalists and their industries have made significant progress, but they are still in the early stages of development but at an accelerated stage, subject to the constraints of technology, cost and application landscapes, and their future rapid development depends on the rapid expansion of technology, capital, policy and commercial applications landscapes, the key being progress in the development of the meta-cosm as a whole.
虚拟数字人制作价格通常从数千元到数十万元不等。在制作费用上,要求真实和功能越高,成本越高。当然了,有时会需要面部捕捉设备+动作捕捉设备,再加一套可同时配置在电脑和手机上的软硬件直播系统,价格可能要另外计算。想要节省成本,其次就要从高昂的电脑硬件上去节省,现在很皮运多的小伙伴们没有高性能的电脑配置和高性能的存储,但是想要减少预算来制作虚拟人,那么推荐你可以选择在赞奇云工作站来进行建模制作全流程服务,摆脱本地电脑配置不足导致的效率低制作过程慢的情况。
Virtual digital producers usually have prices ranging from thousands of dollars to hundreds of thousands. In terms of production costs, the higher the real and functional requirements, the higher the costs.
赞奇云工作站拥有专业级显卡、超大内存等多种机器配置。机器显卡更新及时,提供高配机型,海量资源可按需选择,内置软件中心提供最新软件安装包,一键下载,省去搜索时间,提高工作效率。
has a variety of machine configurations, such as professional graphics cards and super-maintenances.
元宇宙虚拟数字人是指利用虚拟现实、增强现实、人工智能等技术,创建并运营一个虚拟的、数字化的世界。数字人是元宇宙中的重要元素,是指通过技术手段创建的、具有独立思考、情感、行为等能力的虚拟人物,可实现与现实世界的交互和沟通。
Digitals are important elements in the meta-cosm, virtual figures that can interact and communicate with the real world, using virtual reality, enhanced reality, artificial intelligence, etc.
技术发展:随着虚拟现实、增强现实、人工智能等技术的不断发展,元宇宙虚拟数字人的技术实现逐渐成熟,数字人的外观和行为表现越来越真实自然。
Technological development: As technologies such as virtual reality, enhanced reality and artificial intelligence evolve, the technology of virtual digital figures in the meta-cosmos matures and the appearance and behaviour of digital people become more and more natural.
应用场景:元宇宙虚拟数字人缓慧的应用场景越来越广泛,包括游戏、影视、教育、医疗、娱乐等领域,可实现更加丰富多彩的虚拟体验和服务。
Application scenes: The ever-widening application landscape of virtual digital figures in the meta-cosmos, which includes areas such as games, video, education, medicine, entertainment, etc., can lead to a greater variety of virtual experiences and services.
商业化探索:一些企业开始在元宇宙虚拟数字人领域进行商业化探索,例如推出虚核纳拟主播、虚拟客服等服务,实现更加智能化和自动化的客户服务。
Commercialization exploration: A number of businesses have begun commercialization exploration in the area of meta-cosm Virtual Digital Man, such as the introduction of services such as virtual nuclear-negotiating anchors, virtual passenger services and more intelligent and automated customer services.
社会认知度:元宇宙虚拟数字人的社会认知度逐渐提高,公众对数字人的态度和认知也在不断变化,虚拟人物的社交交互性也得到了提高。
需要注意的是,元宇宙虚拟数字人的发展尚处在初级阶段,技术、应用和商业模式等方面还需要进一步完扰氏答善和探索。同时,数字人的发展也面临着一些风险和挑战,例如隐私保护、道德伦理等问题,需要加强监管和控制。Social awareness: The social awareness of the virtual digital person in the meta-cosm is gradually increasing, public attitudes and perceptions of the digital person are changing, and the social interaction of the virtual person is improving.
It is important to note that the digital digital human development in the meta-cosmos is still in its early stages, and that technological, applied, and business models require further disruption and exploration.
虚拟人行业主要品牌:科大讯飞(002230)、蓝色光标(300058)、歌力思(603808)、芒果超媒慧誉(300413)、博瑞传播(600880)、虹软科技(688088)
Main brands of the virtual human industry
本文核心数据:中国虚拟人产业发展历程、商业模式、产业化难点分析、市场规模预测
虚拟人产业发展历程
综合来看,虚拟人经历了传统手绘的“纸片人”时代、技术、CG动作捕捉技术为主的虚拟主播时代,逐渐进入到以人工智能技术为驱动的3.0时代。
Taken together, virtuals have gone through the traditional hand-crafted "paper man" era, the technology, the CG action capture technology, the virtual anchor age, and have gradually moved into the 3.0 age age, driven by artificial intelligence technology.
虚拟人商业模式分析
Virtual human business model analysis
长期来看,虚拟人商业模式包括形象型虚帆碧誉拟人、内容型虚拟人、功能型虚拟人以及虚拟化身共四大类。
In the long term, the virtual person business model consists of four broad categories of image-based vandalists, content-based virtualists, functional virtuals and virtual incarnations.
虚拟人产业化驱动力分析
Virtual human industrialization driver analysis
近年来,随着AR、VR等硬件快速迭代和算力的提高,虚拟人产业发展正进入快车道,应用场景也在不断落地。文章总结虚拟人产业化三大驱动力如下:
In recent years, as hardware, such as AR, VR, has grown rapidly and with increased numeracy, the virtual human industry is entering the fast track, and the application landscape is falling. The article summarizes the three main drivers of virtual industrialization, as follows:
虚拟人产业化仍有难度
Virtual human industrialization is still difficult
然而,算力不足、产业链割裂、法规监管不完善等因素仍然制约着产业升级。高机动性、高频需求的虚拟人成本依旧很高,虚拟人产业化落地仍有较大难度。
However, factors such as inadequate numeracy, fragmentation of the industrial chain, and inadequate regulation continue to constrain industrial upgrading. The costs of high mobility and high-frequency demand for virtual people remain high, and their industrialization remains difficult.
未来虚拟人产业发展趋势
相较于元宇宙的落地,虚拟人目前的发展更加“肉眼可见”,不少现有职业将可能被替代。短期来看,虚拟人目前一般分为服务型与身份型两种。前者可在特定场景提供服务,替代诸多服务行业的社会角色,例如企业员工、主持人、管家等,后者更倾向于在文娱领域应用,例如虚拟偶像、虚拟主播等。中国虚拟数字人市场规模预计在2030年达到2700亿元,其中身份型虚拟人市场规模占比有望达到2/3。
In the short term, virtuals are now divided into service- and identity-type categories. The former can provide services in specific settings, replacing social roles in many service industries, such as business employees, facilitators, but the latter are more likely to apply in recreational areas, such as virtual idols, virtual anchors, etc. The Chinese virtual digital market is expected to reach $270 billion in 2030, with the identity virtual market being expected to be two-thirds larger.
更多本行业研究分析详见前瞻产业研究院《中国虚拟现实(VR)行业市场前瞻与投资态段战略规划分析报告》。
More detailed information on research in this sector can be found in the Institute of Forward-looking Industry's Strategic Planning Analysis of China Virtual Reality (VR) Sector Market Preposition and Investment Periods .
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