PATRYKSADOWSKI.PRO
Back to projects
AI/2024

Interactive AI Avatar

A MetaHuman-based avatar built in Unreal Engine that holds a two-way conversation in real time, shown in a holographic display at the KIKE 2024 telecoms conference.

CATEGORY
AI
YEAR
2024
TECH STACK
MetaHumanAIUnreal EngineReal-time

Overview

An interactive avatar created in Unreal Engine on top of MetaHuman and combined with artificial intelligence, so that a person can talk to it and be answered - two-way communication in real time, not a pre-rendered performance.

The avatar at life size in a holographic display cabinet on the conference stage, idling between conversations
The avatar at life size in a holographic display cabinet on the conference stage, idling between conversations

Shown in public, at life size

The avatar was presented at Konferencja KIKE 2024 in Warsaw, the Polish telecoms industry's largest gathering, running in a holographic display cabinet beside the main stage.

Presenting a digital human at full height, in a lit conference hall, next to actual people is an unforgiving way to show one. There is no camera framing to help and no cut to hide behind - the audience sees it continuously, from whatever angle they happen to walk past, for the length of the event.

The conference hall: the avatar's cabinet stands to the left of the stage during a panel discussion
The conference hall: the avatar's cabinet stands to the left of the stage during a panel discussion

Idle behaviour is most of the work

In the first photograph the avatar is not talking to anyone. It is checking its watch. That is deliberate: a digital human that freezes between questions reads as a broken screen, so a large part of the illusion is what the character does when nothing is being asked of it.

Stage view with the avatar in its cabinet alongside the panel
Stage view with the avatar in its cabinet alongside the panel

Why it is different

Most real-time character work is scripted: the performance is authored in advance and played back. Here the response is generated during the conversation, which moves the hard problems from animation into latency, synchronisation and keeping the character believable while it reacts to something nobody planned.

This is the area where Unreal Engine and AI meet, and it is where a lot of virtual production is heading - presenters, guides and assistants that respond rather than replay.

Scope

  • Interactive avatar built in Unreal Engine
  • MetaHuman character integrated with an AI conversational layer
  • Real-time two-way communication with the user
  • Deployed in a holographic display for a live conference audience