# Bussiness

## AI Virtual Human Character business

Model selection is very important in building a successful brand image. In the case of virtual humans, their appearance and tendencies can be created to match the direction the brand wants to pursue compared to real people, and they can maintain the same age and appearance for a long time, so their active period is longer. In addition, there is no risk of damage to the brand image due to unexpected behavior or privacy issues, and there is also the advantage of being able to work freely without being restricted by time and space. Through AI-based game streamers (virtual humans), loyalty can be secured through various communications with game users.

<figure><img src="/files/AyizoQlWHkQXArBdorlP" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/mdJh5ucttmxSBH23uQck" alt=""><figcaption><p>PONY ENT : SO:MI</p></figcaption></figure>

## Scalability of Virtual Human and AI

Virtual Human is currently expanding its scope of activity in various fields, building a fandom, and It is leading to commercialization. Virtual humans created from real-life famous people can freely perform activities that cannot be done in real life, regardless of time and space. By creating a virtual character that does not actually exist, you can engage in various entertainment-related activities such as entertainment and influencer work that crosses virtual reality and reality.

<figure><img src="/files/szTSwpFz3RMAywAH7lD0" alt=""><figcaption><p>PONY ENT : Virtual Human Sullyann</p></figcaption></figure>

<figure><img src="/files/7IrRUGqxUz5X64g9Z87W" alt=""><figcaption><p>PONY ENT : Virtual Human Veronika</p></figcaption></figure>

## VR Contents

As VR devices develop, demand for VR content in the market is increasing. However, from the standpoint of developing VR content, it was difficult to create various contents because expectations for sales were low before. In this situation, it is possible to contribute to the production of various and high-quality VR contents through the tokenization of the content RWA protocol, and to create a market that both the production company and the holder can satisfy by conducting a business that can generate profits through commercialization and tokenization.

<figure><img src="/files/pv98fqUUHybJzL4QjO8Y" alt=""><figcaption><p>VR Contetns by FINGEREYES</p></figcaption></figure>

<figure><img src="/files/fixGoAqJZ1e6YE1wdaYL" alt=""><figcaption><p>VR Contents 'The Zombie' in indonesia</p></figcaption></figure>

## Entertainment

Currently, the most popular entertainment market worldwide is the K-content market. Various entertainment contents such as music, movies, entertainment, and dramas are loved in markets around the world, and through the RWA protocol tokenization of these representative and direct intellectual property contents, monetization can be expected to satisfy both intellectual property owners and investors.

<figure><img src="/files/6wqmaEqls2uIKM3nPXf3" alt=""><figcaption><p>Source: Netflix</p></figcaption></figure>

## Game Social community

DuneX provides a space for game players to socialize and communicate. AI-based algorithm recommends friends and parties that match the game user’s personality, and provides game-related Content can be shared in the community, and clan meetings can be easily organized and managed. We plan to provide services.

<figure><img src="/files/fEdIvJ5yqc4SCmMGFhzj" alt=""><figcaption><p>example : zeat</p></figcaption></figure>


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