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中国—东盟人工智能+文旅创新应用大赛首次走出国门
Guang Xi Ri Bao· 2025-08-23 02:46
来自东盟国家的参赛选手杜嘉登在一家企业从事旅游管理系统开发,他特别看好北海的市场潜 力。"中国的数字化程度很高,政府和企业对新技术接受度强。"他坦言,此行愿望,就是找到北海的合 作伙伴,"让我们的系统真正用起来。" 截至8月20日,该赛事共吸引506个项目报名,参赛主体覆盖336家企业和170所高校。据悉,将于9 月在北海举办的总决赛将为晋级团队提供300+核心景区落地测试、政府基金直投及科研资金支持,加 速技术成果转化,实现产业价值落地。 广西民族大学人工智能学院客座教授、电影独立制片人、导演程毅认为,作为赛事主办方之一,北 海在区域合作中扮演着"引领者"的角色,它不是简单承接技术,而是在主动塑造生态。他特别提 到,"北海作为旅游城市,有应用场景优势,通过以赛引才、以赛促产,让AI项目在这里测试、落地、 迭代,成熟后再推向东盟,完全有望成为中国—东盟AI文旅应用的'样板间'。"(蒋璐阳 邱绣华) "银滩、涠洲岛……太美了!如果项目能落地广西北海,我相信能吸引更多东盟游客前来旅游。"8 月20日,中国—东盟人工智能+文旅创新应用大赛东盟赛区比赛在越南河内落下帷幕,来自越南的高校 组选手黎伯日原对自己的"Bei ...
方直科技股价上涨3.66% 股东减持计划实施完成
Jin Rong Jie· 2025-08-18 17:01
Group 1 - As of August 18, 2025, the stock price of Fangzhi Technology is 13.61 yuan, reflecting a 3.66% increase from the previous trading day [1] - The trading volume on that day was 273,341 shares, with a total transaction amount of 367 million yuan [1] - In the first quarter of 2025, the company achieved operating revenue of 23.51 million yuan and a net profit attributable to shareholders of 6.55 million yuan [1] Group 2 - Fangzhi Technology focuses on software development, with business areas including virtual digital humans and the metaverse [1] - A major shareholder and director, Chen Kerang, has completed a plan to reduce holdings by selling 2.12 million shares, which accounts for 0.85% of the company's total share capital [1]
毛利率暴跌至个位数!这家公司筹划控制权变更
IPO日报· 2025-08-04 12:07
Core Viewpoint - Shenzhen Jiachuan Video Technology Co., Ltd. is undergoing a potential change in control due to the planned share transfer by its controlling shareholder, Chen Kunjian, which may lead to significant changes in the company after 25 years of establishment [1][6]. Group 1: Shareholder Changes - The company announced a suspension of trading starting August 4, with an expected duration of no more than two trading days [2]. - As of the last trading day before suspension (August 1), the stock price was 6.86 yuan per share, with a total market capitalization of 2.956 billion yuan [3]. - In Q1 2025, there was a notable change in the shareholder structure, with five new shareholders entering and five exiting, indicating a shift in ownership dynamics [7]. Group 2: Financial Performance - In Q1 2025, the company reported revenue of 56.1 million yuan, a year-on-year increase of 207.34%, and a net profit attributable to shareholders of 1.94 million yuan, marking a return to profitability [8]. - However, the company has faced continuous losses over the past six years, with net profits of -158 million yuan, -49 million yuan, -105 million yuan, -77 million yuan, -67 million yuan, and -58 million yuan from 2019 to 2024 [10]. - The company's asset-liability ratio has rapidly increased since 2019, nearing 90% by December 31, 2024, indicating financial strain [11]. Group 3: Business Operations - The company's main business focuses on audio and video technology, providing end-to-end technical support for broadcasting and telecommunications operators [14]. - In 2024, the company's gross profit margin plummeted from 28.83% in 2023 to 4.81%, a decline of over 83%, marking the first time since 2016 that the margin fell below 20% [14]. - The company attributed the decline to intensified competition and reliance on low-margin projects, with 96.7% of revenue coming from broadcasting system integration and services, which had a gross margin of only 3.55% [16]. Group 4: New Business Ventures - The company is attempting to diversify into new digital applications, including gaming, cloud services, VR products, and virtual digital humans [17]. - However, these new ventures have high investment costs but contribute minimally to revenue, with the "large space content operation" project generating only 708,600 yuan in 2024, a year-on-year decline of 74.39% [19].
烟火气中显特色 规范发展待破局释放消费活力 特色市集“火”力全开
Sou Hu Cai Jing· 2025-08-01 19:15
Core Insights - The rise of specialty markets across the country reflects a unique and vibrant trend driven by consumer demand for diverse and upgraded experiences [1][4][10] - Despite rapid growth, specialty markets face challenges such as homogenization, poor management, and subpar service experiences [1][10][11] Group 1: Market Trends - Specialty markets are flourishing, spanning various categories including culture, art, food, and technology, catering to diverse consumer preferences [4][5][10] - Events like cultural markets and food fairs are becoming popular, showcasing local heritage and attracting significant foot traffic [4][5][10] Group 2: Government Support - Local governments are implementing supportive policies to ensure the sustainable development of specialty markets, focusing on planning, management, and funding [3][7][9] - Initiatives in cities like Beijing and Shanghai aim to enhance consumer engagement through diverse activities and improved market infrastructure [7][8] Group 3: Challenges and Recommendations - The issue of market homogenization is prevalent, with many markets offering similar products, leading to consumer fatigue [10][11] - There is a need for better long-term planning and branding to ensure the sustainability and unique identity of specialty markets [11][12] - Market organizers should conduct thorough research to identify local cultural elements and consumer needs, enhancing the uniqueness and appeal of their offerings [12]
2025中国游戏科技发展白皮书
艾瑞咨询· 2025-07-26 13:51
Core Viewpoint - Game technology is driving innovation in the digital economy, evolving from traditional entertainment to a key engine for new productive forces, with significant contributions to technological advancements and cross-industry applications [1][2]. Group 1: Game Industry Growth - The Chinese game industry has transformed from imitation to innovation, achieving a revenue scale of 455.06 billion yuan in 2024, with a compound annual growth rate (CAGR) of 26.8% over nearly two decades [3]. - The user base is projected to exceed 750 million by 2024, with a CAGR of 18.6%, providing a solid foundation for ongoing industry growth [3]. - Self-developed games have become a pillar of the industry, with their market share rising from around 60% to over 80%, indicating significant progress in domestic innovation capabilities [5]. Group 2: International Expansion - The overseas revenue of the Chinese game industry has surpassed 100 billion yuan, with core markets in the US, Japan, and South Korea accounting for 57.3% of this revenue, demonstrating the competitive strength of self-developed games in mature markets [8]. Group 3: Technological Advancements - Game technology serves as a testing ground for technological innovations, driving advancements in graphics processing, artificial intelligence, and cloud computing, which in turn enhance infrastructure like NVIDIA GPUs and 5G networks [1][2]. - The evolution of game technology has led to a symbiotic relationship with technological innovation, where breakthroughs in one area stimulate advancements in the other [13][20]. Group 4: Academic Research - The volume of academic research in game technology has seen explosive growth over the past two decades, indicating a heightened focus on the field and its importance in technological innovation and societal value [10]. Group 5: Cross-Industry Applications - Game technology is increasingly being applied in various sectors, including cultural heritage preservation, healthcare, smart transportation, and aerospace, showcasing its versatility and impact beyond entertainment [51][56][59][64]. - The integration of game technology into these fields enhances user experience, operational efficiency, and training effectiveness, demonstrating its potential to drive innovation across industries [56][64]. Group 6: Future Trends - The fusion of game technology with general technologies is expected to deepen, blurring application boundaries and becoming a core driver of technological innovation and economic integration [67]. - Game technology is poised to accelerate the development of the metaverse, providing essential support for the seamless integration of digital and physical worlds [72].
【早报】市场监管总局:暂停对杜邦公司的反垄断调查;上半年外资净增持境内股票和基金101亿美元
财联社· 2025-07-22 23:00
Industry News - The Shanghai Stock Exchange and the China Securities Index Company will officially launch the Shanghai Stock Exchange Sci-Tech Innovation Board Private Enterprise Index and the Shanghai Stock Exchange Sci-Tech Innovation Board Private Enterprise 50 Strategy Index on July 23, providing performance benchmarks and investment targets in the private enterprise sector of the Sci-Tech Innovation Board [8] - As of July 21, the financing balance of A-shares reached 1.90 trillion, marking the first time it has exceeded 1.9 trillion since April 3. The single-day financing purchase amount reached 177.688 billion, the first time it has surpassed 170 billion since March 10. The financing purchase amount accounted for 10.29% of the A-share transaction volume, the first time it has exceeded 10% since March 7 [11] - The Ministry of Industry and Information Technology and four other departments will carry out the "Benefiting the Elderly and Assisting Enterprises" activity for quality elderly products from July to December 2025, focusing on product innovation to meet the diverse and special needs of the elderly [11] - The China Football Association announced the recruitment of cooperation zones for the national electronic sports football team, planning to form a national electronic sports football team to participate in various e-sports football events organized by FIFA and AFC [11] - The Shanghai Municipal Economic and Information Commission issued the "Action Plan for the High-Quality Development of the Next-Generation Display Industry (2026-2030)," emphasizing the expansion of display chip advantages and supporting the research and industrialization of smart glasses main control chips [11] - The Civil Aviation Administration's app recently launched a "Civil Aviation Official Direct Sales Platform" feature, allowing users to compare and purchase tickets from multiple airlines on a single interface [12] - An international standard for "Distributed Photovoltaic Power Generation Access Low-Voltage DC Systems and Use Cases," led by China, has been officially released, laying the foundation for the development of distributed photovoltaic and new distribution systems [12] - The Qinghai Provincial Energy Bureau has announced a public consultation on the "Qinghai Province Virtual Power Plant Construction and Operation Management Plan (Draft for Comments)," encouraging the development of pilot projects for virtual power plants [13][14] Company News - China Fusion Energy Co., Ltd. was established in Shanghai as a subordinate unit of the China National Nuclear Corporation [15] - Kweichow Moutai announced an investment of 490 million yuan to participate in the establishment of Kweichow Moutai Distillery (Group) Science and Technology Research Institute Co., Ltd. [15] - Guokong Electric announced that its director and general manager Li Ning has been placed under detention [15] - Leo Group announced plans to list on the Hong Kong Stock Exchange [15] - China National Nuclear Power announced a plan to invest 1 billion yuan in China Fusion Energy Co., Ltd. [15] - Guanglian Aviation announced that its controlling shareholder, actual controller, and chairman Wang Zengduo is under investigation and has been detained [15] - Zhejiang Energy Power announced plans to invest 751 million yuan to acquire a 5% stake in China Fusion Energy Co., Ltd. [15] - Geer Software announced plans to acquire more than 51% of Weipin Zhiyuan, which owns an intelligent agent orchestration platform [15] - Goer Technology announced a plan to acquire Hong Kong Lianfeng's wholly-owned subsidiaries Mia Precision Technology Co., Ltd. and Changhong Industrial Co., Ltd. for approximately 10.4 billion Hong Kong dollars [15] - Guangdian Measurement announced plans to raise no more than 1.3 billion yuan through a private placement for a new generation of artificial intelligence chip testing platform projects [15] - Zhongshe Co., Ltd. announced that a shareholder holding more than 5% of the shares reduced its holdings by 1.5 million shares on July 22 [15] - Zhongsheng High-Tech announced that its controlling shareholder will change to Fuzhou Qianjing and will resume trading on July 23 [15]
京皖企业与机构在京签署合作协议十余项 打造智链融合新范式
Zhong Guo Xin Wen Wang· 2025-07-17 16:15
Core Insights - The 2025 Beijing-Anhui Supply Chain Promotion Conference was held to enhance regional cooperation and link industrial resources between Beijing and Anhui, focusing on artificial intelligence and supply chain integration [1][3] Group 1: Event Overview - The conference was co-hosted by the Beijing Trade Promotion Council and relevant government departments from both regions, aiming to create a high-efficiency platform for government-business-research collaboration [3] - Over 500 participants attended, including representatives from 40 international organizations and leading enterprises from 20 countries and regions [3] Group 2: Key Agreements and Financials - A total of 14 cooperation agreements were signed during the event, with an intention to reach over 5 billion yuan in agreement amounts, covering critical areas such as supply chain finance, smart manufacturing, and data computing [1][3] Group 3: Industry Focus and Trends - The conference emphasized the importance of high-quality training data in the AI sector, highlighting that data quality is crucial for model performance in the context of rapid AI development in both regions [4] - Discussions included the integration of AI technologies in various sectors, with a focus on transforming traditional supply chain models through advanced technologies [3][4] Group 4: Collaborative Initiatives - The event featured a roundtable discussion on the digital transformation of supply chains, involving 16 leading supply chain technology companies to explore cross-industry integration and ecosystem development [6] - Various promotional activities were organized, including visits to high-end manufacturing sites and presentations on regional industrial advantages and policies [5]
2025中国游戏科技发展白皮书
艾瑞咨询· 2025-07-08 06:17
Core Viewpoint - Game technology is driving innovation in the digital economy, evolving from traditional entertainment to a key engine for new productive forces, with significant contributions to technological advancements and cross-industry applications [1][2]. Group 1: Game Industry Growth - The Chinese game industry has achieved remarkable growth, with projected revenue reaching 455.06 billion yuan in 2024, reflecting a compound annual growth rate (CAGR) of 26.8% over nearly two decades [3]. - The user base is expected to exceed 750 million by 2024, with a CAGR of 18.6%, providing a solid foundation for ongoing industry development [3]. Group 2: Self-developed Games - Self-developed games have become a cornerstone of the Chinese game industry, with their market share rising from approximately 60% to over 80% in recent years, indicating significant progress in domestic innovation capabilities [5]. Group 3: International Expansion - The revenue from overseas markets has surpassed 100 billion yuan, with the US, Japan, and South Korea accounting for 57.3% of this income, showcasing the competitive strength of Chinese self-developed games in mature markets [8]. Group 4: Game Technology and Innovation - Game technology serves as both a testing ground for technological innovations and a universal interface for cross-domain empowerment, driving advancements in GPU, AI, and cloud computing [1][2]. - The relationship between game technology and scientific innovation has evolved into a symbiotic one, where each drives the other, enhancing overall technological capabilities [13][20]. Group 5: Academic Research - The volume of academic research in game technology has seen explosive growth over the past two decades, indicating a heightened focus on the field and its importance in technological innovation and societal value [10]. Group 6: Key Technologies - Game engines have become essential tools for game development, significantly improving efficiency and simplifying production processes, while also being applied in various fields beyond gaming [22][24]. - Artificial intelligence is enhancing both user experience and development efficiency in the gaming industry, with applications ranging from dynamic environments to data analysis [25][28]. Group 7: Cross-industry Applications - Game technology is making significant contributions to various sectors, including cultural heritage preservation, healthcare, smart transportation, and aerospace, demonstrating its versatility and impact [51][56][59][64]. Group 8: Future Trends - The integration of game technology with general technologies is expected to deepen, blurring application boundaries and becoming a core driver of technological innovation [67]. - Game technology is accelerating the transformation of the cultural industry and supporting the development of the metaverse, providing a foundation for seamless integration between digital and physical worlds [70][72].
2025中国游戏科技发展白皮书
艾瑞咨询· 2025-06-22 02:15
Core Insights - The article emphasizes the significant role of game technology in driving innovation within the digital economy, highlighting its dual nature as both a testing ground for technological advancements and a universal interface for cross-domain empowerment [1][2]. Group 1: Game Industry Growth - The Chinese game industry has transformed from imitation to innovation, achieving a revenue scale of 455.06 billion yuan in 2024, with a compound annual growth rate (CAGR) of 26.8% over nearly two decades [3]. - The user base has also seen substantial growth, expected to exceed 750 million in 2024, with a CAGR of 18.6% over the same period, providing a solid foundation for ongoing development [3]. Group 2: Self-Developed Games - Self-developed games have become a cornerstone of the Chinese game industry, with their market share rising from approximately 60% in earlier years to over 80% recently, indicating a significant improvement in domestic innovation capabilities [5]. Group 3: International Expansion - The revenue from overseas markets has surpassed 100 billion yuan, with the U.S., Japan, and South Korea accounting for 57.3% of this revenue, demonstrating the international competitiveness of Chinese self-developed games [8]. Group 4: Game Technology Research - The academic output related to game technology has seen explosive growth over the past two decades, indicating a heightened focus on this field within the global academic community [10]. Group 5: Game Technology Evolution - The relationship between game technology and innovation has evolved from a one-way influence to a mutually beneficial collaboration, enhancing the overall technological landscape [13][15]. Group 6: Impact on Other Industries - Game technology is increasingly being applied in various sectors, including cultural heritage, healthcare, smart transportation, and aerospace, showcasing its versatility and potential for cross-industry innovation [51][56][59][64]. Group 7: Future Trends - The integration of game technology with general technologies is expected to deepen, blurring application boundaries and becoming a core driver of technological innovation [67]. - Game technology is poised to accelerate the transformation of the cultural industry, driving it towards diversification, intelligence, and ecological sustainability [70].
教育早餐荟 | 北大清华回应校内河湖水被标价售卖;罗马仕针对“多所高校禁用其充电宝”一事致歉
Bei Jing Shang Bao· 2025-06-16 01:17
Group 1 - The Ministry of Education reported that by 2024, there will be a total of 470,000 schools at various levels across the country, with 28,646,500 students enrolled in various educational programs and 18,851,000 full-time teachers [1] - The gross enrollment rate for preschool education is 92.00%, the consolidation rate for nine-year compulsory education is 95.90%, the gross enrollment rate for senior secondary education is 92.00%, and the gross enrollment rate for higher education is 60.80% [1] Group 2 - Roma Shi issued an apology regarding the ban on its power banks in several universities, promising to take full responsibility for any products found defective by authoritative institutions [5] - iFlytek held a product upgrade event showcasing advancements in its AIUI platform, robot super brain, virtual digital humans, and Star Agent, highlighting a rapid increase in developer numbers and significant growth in various application areas [6]