Pre-Publication V3. A digital computer-generated representation of a human being — animal performeran individual, living or deceased, including in the role of a character — that is readily identifiable as that person’s voice, face, and/or likeness. This includes, but is not limited to, movement and/or speech. in ways that were not actually performed or recorded by that person. them. The term encompasses representations created with or without the subject’s (or their estate’s) consent. A Digital Replica is composed of up to three components: visual, voice and/or movement. See also Digital Visual Replica, Digital Movement Replica and Digital Voice Replica.
Deliberation Summary:
(1) Language edits for clarity that the term applies to any human being rather than only to professional performers, and debated whether the entry should state expressly that a replica exists with or without consent, noting that non-consensual use approaches forgery. (2) Identify the three components, visual, voice, and movement, that together establish an identifiable likeness.
Pre-Publication V2. A computer-generated representation of an individual, living or deceased, that is readily real, identifiable as individual that so closely resembles that person's voice, face, and/or likeness including but not limited to, movement, the role of a character, depicting them saying, doing, or appearing in ways that were not actually performed or recorded by them. that a reasonable observer would find it virtually indistinguishable from an authentic recording or depiction of that individual. Digital replicas are synthesized rather than captured created through generative AI, voice cloning, facial reenactment, or related techniques — and may be animated, static, or audio-only. The term encompasses representations created with or without the subject's (or their estate’s) knowledge or consent. A Digital Replica is composed of up to three components: visual, voice and/or movement. See also Digital Visual Replica, Digital Movement Replica and Digital Voice Replica.
Deliberation Summary:
(1) Distinguish a replica reproducing one person's voice, movement, and physical likeness from one combining some components of a real person with performance elements supplied by others to ensure contributing movement and voice performers are accounted for. (2) Consider separate terms for the inanimate body of a digital representation as distinct from its performance components, with a matching term on the synthetic side. (3) Replica is not an actual performance by the person depicted, since a recorded performance would carry a performer credit, and noted that separately captured movement or vocal work is better treated as an additional asset supplementing a partial replica than as part of the replica itself; consider whether the finished on-screen result should carry a different name from its component parts. (4) Consider whether the entry aligns with existing negotiated definitions, whether it accounts for character work including animated characters, and whether it reaches estates and other rights holders. (5) Consider consent, permissions, disclosure requirements, and applicable agreements in accompanying material, on the view that rights vary by jurisdiction and contract and that this would keep the list durable as the law develops; related privacy questions arising outside any contract were also noted, together with a proposal to address the risks of particular services in the standards work.
Pre-Publication V1. A computer-generated representation of a real, identifiable individual that so closely resembles that person's voice, face, or likeness that a reasonable observer would find it virtually indistinguishable from an authentic recording or depiction of that individual. Digital replicas are synthesized rather than captured created through generative AI, voice cloning, facial reenactment, or related techniques — and may be animated, static, or audio-only. The term encompasses representations created with or without the subject's knowledge or consent.