What is synthetic media, and how is it distinguished from digital human technology? (2026 update)

Synthetic media is much more than just deep fakes – and quite seperate to digital humans. Here are some creative uses of the tech in 2026.

Published
May 15, 2021
by
Mark Hattersley
Updated
September 17, 2026
What is synthetic media, and how is it distinguished from digital human technology? (2026 update)
Table of Contents
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The short answer

Synthetic media is any content created or altered by AI — text, images, audio, video, music, or 3D. A deepfake is a subset of it: synthetic media that imitates a real, identifiable person. Digital humans are neither. They are conversational AI that listens and responds live, built as original CGI characters rather than from real footage. The overlap is real, because a digital human uses synthetic voice and AI-generated language. The difference is that a digital human decides its own replies rather than delivering lines someone else wrote. Since 2 August 2026, EU rules require AI to disclose itself at first contact.

Synthetic media
Content made by AI. Produced once, then published.
Deepfake
Synthetic media that imitates a real person.
Digital human
Conversational AI. Generated live, in both directions.

Synthetic media has become synonymous with the aspects of manipulation, particularly in deep fakes (and boy, will we come on to deep fakes). That has largely been down to how the technology has hit the public consciousness, driven by concerns over fake news and the genuine concern that people may use it to manipulate our perceptions of reality.

When we first approached this topic, deep fakes were in their infancy – although their usage was roughly doubling ever six months, according to Sensity research. Now, in 2026, synthetic media is not niche. AI video has exploded, and the world wrestles with understanding whether we can trust what our eyes and ears tell us while we're online.

It's not all negative, either. Synthetic media as a category and array of technologies is much more than just deep fakes. There are interesting, creative applications of synthetic media in popular culture and commercial settings.

There’s also an interesting intersection between synthetic media and digital humans, all of which we’ll unpack below.

What is synthetic media?

Synthetic media is any content that AI creates or alters. That includes text, images, audio, video, music, and 3D assets.

The category is broad, but six main types show up in business today:

  1. Synthetic voice. Cloned or generated speech. Tools include ElevenLabs, Amazon Polly, and WellSaid Labs.
  2. Synthetic video. AI-generated footage, from text-to-video models like Runway and Google Veo to avatar video tools like Synthesia, HeyGen, and D-ID.
  3. Synthetic text. Copy written by large language models such as GPT-5, Claude, and Gemini.
  4. Synthetic images. Stills from Midjourney, Firefly, Imagen, and friends.
  5. Synthetic music and sound. AI-composed tracks and effects.
  6. Synthetic 3D and animation. AI-driven character motion, faces, and environments.

In other words, it’s media that is produced by technology. For this reason, you might also hear synthetic media called “AI-generated media” or "generative media".

The field is ever expanding as synthetic media companies aim to disrupt more and more parts of traditional media, making new things easier to create.

For example, while recording a video featuring Tom Cruise can be an expensive and time consuming project, it’s now possible to create a deep-fake version of the actor with almost unnerving accuracy.

Which brings us on to perhaps the most popular and polarizing form of synthetic media today.

What is a deepfake, and how is it different?

No conversation about synthetic media can be made without including deep fakes – undoubtedly the most famous, infamous, and synonymous form of synthetic media. A deepfake is a subset of synthetic media. What makes it a deepfake is that it imitates a real, identifiable person.

Deep fakes (a portmanteau of the phrases “deep learning” and “fake”) first emerged in late 2017, powered by deep-learning technology called generative adversarial networks (GANs). Today, they may be created by other emerging tech, like Diffusion Models or Variational Autoencoders (VAEs).

The technology allows deep-fake practitioners to quickly and easily create media that manipulates what we see and hear.

Clearly the nature of the technology poses many ethical concerns, from potential breaches of image rights to how it can be used to spread fake news or commit fraud. In the years since deep fakes emerged, they’ve been used to create celebrity versions of pornography without consent, spread fake news by making influential people say and do things they didn’t actually say or do, and even rewrite history.

On the more lighthearted side, deep fakes have been used to reunite Tupac and Snoop Dogg in a 2020 music video, make celebrity-endorsed adverts during social isolation, and create memes – so many memes.

Meanwhile, the quality deep fakes can range from the impressive to the downright laughable. For instance, the footage (above) of a deep-fake Tom Cruise makes you think twice about whether or not it’s actually real; while anyone who has seen a glitchy AI avatar will tell you exactly how the Uncanny Valley feels.

Back in 2021, we opined that it's clear how "the quality of a deep fake depends on the amount of time someone can spend cleaning it up. That won’t always be the case." And that's true; today, that 'cleaning up' from AI slop is a trivial job at best, requiring a few tokens and five minutes of time. Deep fakes can be created in a matter of seconds – even though their impact can last a lifetime.

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What is the law around using deepfakes?

Since we last touched upon this topic, legislation around using deepfakes has caught up with the speed of change... well, somewhat. The EU now has a legal definition of a deepfake under Article 3(60) of the EU AI Act. It says a deepfake is AI-generated or manipulated image, audio, or video that resembles real people, places, objects, or events closely enough to look authentic.

Note what's missing from that definition: intent. Content can be a deepfake under EU law even if nobody meant to deceive anyone.

Why has this legislation come to pass? Well, the impact of deepfakes is measurable, and it's gotten a lot bigger in recent times:

  • The FBI's Internet Crime Complaint Center logged 22,364 AI-related complaints and $893.3 million in adjusted losses in 2025, the first year it tracked AI as a descriptor on complaints (FBI IC3 2025 Internet Crime Report, published April 2026).
  • The largest publicly confirmed single loss is still $25.6 million (HK$200 million), taken from engineering firm Arup in January 2024. A finance employee in Hong Kong made 15 transfers to five accounts after joining a video call where every other "colleague" was synthetic. He had already suspected the original email, and asked for the video call to verify (Arup confirmed the loss to CNN in May 2024).
  • 62% of organizations had faced a deepfake attack in the previous 12 months, in a Gartner survey of 302 cybersecurity leaders across North America, EMEA and Asia/Pacific. Gartner counts an attack as one that used social engineering or went after an automated process such as face or voice verification.
  • Asking employees to spot fakes doesn't work. In iProov's Deepfake Blindspot study of 2,000 UK and US consumers, only 0.1% of participants correctly identified every real and fake item they were shown, and they had been told in advance to watch for fakes.
EU AI Act penalties
What a transparency breach costs

Failing to disclose AI is not the same offense as making a deepfake, and it sits in a different penalty tier. Article 50 duties have applied since 2 August 2026. A breach of them is named in Article 99(4)(g).

What was breached Article Maximum fine
Prohibited AI practices 99(3) €35m or 7%
Transparency duties, including Article 50This one 99(4)(g) €15m or 3%
Misleading information to authorities 99(5) €7.5m or 1%
  • Whichever is higher. The percentage is of total worldwide annual turnover, so a small EU subsidiary's exposure is set by the size of its group.
  • Reversed for smaller companies. For SMEs and start-ups the fine is whichever is lower, under Article 99(6).
  • Fines are not the only tool. Article 99(1) lets member states issue warnings and non-monetary measures too. Enforcement is national, through market surveillance authorities.
  • What you did about it counts. Article 99(7) weighs whether a breach was intentional or negligent, whether you reported it yourself, how far you cooperated, and what safeguards you already had running.
  • Nothing applies backwards. The duty has to have been in force when the breach happened, so there is no exposure for anything published before 2 August 2026.

Source: Article 99, Regulation (EU) 2024/1689, as amended by Regulation (EU) 2026/1744, in force 27 July 2026. The €35m / 7% tier is reserved for the Article 5 prohibitions and does not apply to transparency breaches. General information, not legal advice.

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Are digital humans synthetic media?

A digital human is conversational AI with a face and a body. It listens, thinks, and responds live, in a two-way conversation.

So are digital humans just another form of synthetic media? The short answer is no, though the two definitely overlap. Digital humans are not strictly synthetic media, though the two concepts overlap.

True synthetic media—like a deepfake video or an AI-generated image—is hallucinated entirely by an algorithm. A digital human, on the other hand, is crafted by people. Built by 3D modelers, riggers, and animators using CGI tools like Unreal Engine, a digital human is much closer to a high-end video game character than an AI generation.

The AI-generated voice it speaks with and the words it formulates using an LLM—those are the synthetic media components.

UneeQ digital humans are built as original CGI characters, not generated from footage of real people. We've written before about why we don't chase photorealism. These digital humans are driven by Synanim™ for their animation and behavior, and LLM orchestration for conversation, both part of the Digital Human OS platform.

Digital humans use synthetic media, instead of being synthetic media.

For instance, our Digital Albert Einstein used Aflorithmic’s tech to first clone the voice of Albert Einstein and then make it possible for him to say virtually anything through AI voice cloning. UneeQ can also use any other AI voice provider or LLM to generate the words spoken in conversation.

Digital human vs AI avatar video vs deepfake
There are three things that get called “AI people”, but not all are synthetic media
Scroll the table sideways to compare →
  AI avatar video Deepfake UneeQDigital human
What it is A video file generated by AI Synthetic media that imitates a real, identifiable person A handcrafted CGI character that hosts AI
Who makes the pixels? A generative model A generative model A render engine, from an asset artists built
How it is made Text-to-video or avatar model, rendered once Face or voice swap trained on footage of a real person Modeled, rigged and animated in Unreal Engine, driven live by Synanim
Based on a real person? Sometimes, under license Yes, by definition No. Original character, no likeness cloned
Real-time? Pre-rendered Either, depending on the tool Real-time, every session
Two-way conversation? No No Yes. It listens, then responds
Typical business use Localized training videos, explainers, internal comms Fraud and impersonation. Some licensed entertainment Customer experience, brand ambassadors, roleplay practice

Vendor capabilities vary. This table describes the three categories, not any single product.

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Weighing the pros and cons of synthetic media

The pros of synthetic media

  • Most content can be created extremely quickly with minimal human involvement.
  • When it comes to using synthetic media in a consumer-facing way, they’re accessible 24/7, and the content can often be dynamic.
  • The output is broad: synthetic media can incorporate writing, music, drawings, paintings, voice or visuals.
  • The number of applications is also broad: synthetic media can be applied to apps, websites, gaming environments, VR/AR experiences and many more digital channels.
  • They can be created fairly simply with an abundance of available generative AI tools.

The cons of synthetic media

  • There is less control over what is created, and said and done to the user. The AI is largely in charge of the quality and appropriateness of the output, making some forms of synthetic media risky for brands to incorporate.
  • Deep fake technologies have difficult issues to overcome regarding trust. The general public is conscious of how it may be used to spread fake news or lead people to believe it is real when it’s not.
  • Synthetic generation of voices and likenesses have been scrutinized for posing security issues, particularly around how they can bypass personal biometric security tools like facial or voice recognition software.
  • Deep fake likenesses can often fall into the uncanny valley (meaning they look real but give off a feeling that something is wrong) leading users to disengage with the experience.
  • There is an arguable lack of art and craft when it comes to AI-generated creative media, like music or paintings.

How do businesses use synthetic media?

Brands are using synthetic media today in a number of ways. However, due to the current risks of handing creative control over to AI (which cannot be ethical by nature) many of the safest consumer-facing applications still involve some form of human oversight.

For instance, our Digital Einstein experience was done in partnership with the Hebrew University of Jerusalem, who manage the rights of the Nobel Prize winner on behalf of his estate.

When it came to Sophie, our digital human who derives her conversational abilities from GPT-3, we established certain guardrails regarding what she could and wouldn’t talk about, with the help of the team at OpenAI. You can learn more about how we did so in this article, should it help you mitigate your own synthetic media challenges.

Similarly, the commercial use of deep fakes specifically have been focused on advertising and film, where the final output can be tightly controlled.

Brands like ESPN have brought legendary NFL rivals Al Davis and Pete Rozelle back to audiences using deep fake technology that allowed the faces of the deceased pair to animate without using traditional CGI.

Meanwhile, Hulu overcame social isolation restrictions to create an advertisement starring NBA player Damian Lillard, Canadian hockey player Sidney Crosby and WNBA player Skylar Diggins-Smith – all as deep fakes.

How can you identify an AI deep fake?

So while digital humans don't use deepfake technologies, instead using CGI time-tested by the video game and movie industries for decades, we are experienced in telling the difference between real and fake.

So much so, our CTO Tyler was a guest on Fox during the 2024 election to help give his top tips on how to spot a deepfake.

Check it out below:

Getting started with synthetic media

With everyone from the influencer industry to traditional advertising, film, and TV getting involved, synthetic media will surely continue its push into the mainstream. But trust issues abound. Deciding when to rely on deep-fake technologies and when to focus on more trusted tools like CGI is an increasingly important consideration.

As we like to say, experience is everything. How these synthetic media technologies are used will determine whether or not they provide the best experience to users. That certainly applies when creating a digital human.

If you’d like to see what’s possible today with synthesized voice and AI conversation, you can speak to our Sophie on our website, try an AI roleplay on Immersive Training Platform, or book some time to talk to our team.