SXSW 2023
The Business Being Human: Digital Humans at Scale
Description:
The value proposition for customers has been clear since the first representation of humans as holograms appeared in film and television: provide human presence that’s the next best thing to being there. While digital doubles and avatars are a way to deliver presence in immersive experiences, it’s possible to go beyond the avatar, and instead go straight to the source: volumetric capture and live holographic broadcast technologies that provide an extra layer of authentic human representation. Delivering on that rich, authentic, human presence in immersive experiences is a serious business. A new wave of industries sets their sights on delivering the next generation of human representation for the Metaverse at scale. This panel discusses the state of the industry today: volumetric capture,
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Takeaways
- High quality representation of a human being is a science, and the tech limitations we're faced with 2D video are increased by several orders with 3D.
- Large scale entities may be best suited to meet many issues, but there's also a lot of room for smaller innovators in the space.
- This stuff is hard. From the uncanny valley to sending the wrong signal to you co-worker. Getting it right unlocks a new era of collab, and comms.
Speakers
- Amy LaMeyer, Managing Partner, WXR Fund
- Steve Sullivan, General Manager – Mixed Reality Capture Studios, Microsoft
- Yasmin Elayat, Co-Founder and Chief Innovation Officer, Scatter
- Chris Evans, Technical Animation Director, Epic Games
Organizer
Kathy Saelee, Producer, Microsoft
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