Never be lonely again: Digital humans

I spend a fair amount of time in my book chapter talking about intelligent (AI) bots / artificial humans and how brands can use them to create more meaningful relationships with customers. Fascinating stuff. And as AI and natural language processing improves (eg, real conversation) continues to improve in parallel with improving graphics and streaming, we’ll be able to interact in ways that will be indistinguishable from “real”.

This New Zealand based company is one of a handful working on developing that dream.

UneeQ (previously FaceMe) has taken in $10 million in funding so far to develop digital representations of humans that interact with you in much the same way as a real person would to drive emotional connection, loyalty, and trust between a business and its customers. And while this is a business application, I have no doubts that we will “have” digital humans as friends, companions, advisors – whatever we need. Interacting with computing through natural language, and with something that looks, sounds and “feels” completely human is the ultimate goal of spatial computer.

Competitios to Uneeq include Neon, Didimo, Soul Machines (love that name), and others; and while many currently think the uncanny valley a barrier, I believe that as time progresses we’ll *expect* our technology to seem natural.

https://www.nanalyze.com/2019/11/ai-chatbots-digital-humans

Going to be a published author!

So my first professional book chapter’s been officially submitted, “Immersive Media and Branding: How being a brand will change and expand in the age of true immersion” (could still be changed) for all those curious. It is about virtual and augmented reality, and what it will mean for brands.

Among other things, I talk a lot about how artificial intelligence and how it will inform digital avatars, which are fully fleshed out 3D interactive brand ambassadors. Fascinating thing to think about; literally fleshing out what your brand is, and what that will mean for interacting with consumers.

A shout out to the Cortney Harding of Friends with Holograms, Samantha Wolfe of We are Phase 2, Alejandro Mainetto of EY, Alan Smithson of XR Ignite Community Hub and Virtual Accelerator and Robert Spierenburg of All Things Media for their contributions! And to Jacki Morie of All These Worlds LLC for both accepting my proposal for inclusion, and being very kind for putting up with my questions throughout. She is very patient.

It still need to go though peer review, but should be in the January publication of the tentatively titled,”Global Impacts and Roles of Immersive Media.”