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PhD CIFRE, PhD – Next-generation realistic avatar representation for videoconferencing

interdigital · Rennes, France · On-site

Posted Aug 6, 2026

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About InterDigital InterDigital is a global research and development company focused primarily on wireless, video, artificial intelligence (“AI”), and related technologies. We design and develop foundational technologies that enable connected, immersive experiences in a broad range of communications and entertainment products and services. We license our innovations worldwide to companies providing such products and services, including makers of wireless communications devices, consumer electronics, IoT devices, cars and other motor vehicles, and providers of cloud-based services such as video streaming. As a leader in wireless technology, our engineers have designed and developed a wide range of innovations that are used in wireless products and networks, from the earliest digital cellular systems to 5G and today’s most advanced Wi-Fi technologies. We are also a leader in video processing and video encoding/decoding technology, with a significant AI research effort that intersects with both wireless and video technologies. Founded in 1972, InterDigital is listed on Nasdaq. InterDigital is a registered trademark of InterDigital, Inc. For more information, visit:  www.interdigital.com . Scientific & Industrial Challenges With the development of Virtual Reality applications, avatars have become a major feature for improving the user experience, impacting both users’ performance [Rybarczyk et al. 2014] and their appreciation of these experiences [Yee and Bailenson 2007]. However, several factors typically affect how users accept their avatars as their virtual representation in the virtual experience, which is often evaluated through the sense of embodiment [Kilteni et al. 2012]. Among these factors, several elements have already been identified as particularly important for eliciting a strong sense of embodiment, in particular the degree of realism of appearance and animation control [Argelaguet et al. 2016, Fribourg et al. 2020, Gorisse et al. 2017]. While these factors are becoming increasingly well understood in the context of single-user applications, the recent enthusiasm for large-scale multi-user applications such as the metaverse raises novel challenges in terms of creating and animating these life-like user representations. The sheer number of users expected to interact in such virtual locations raises questions related to the transmission of each user’s representation, both in terms of visual appearance and animations. What is the minimum information that needs to be available to represent a user in a shared application? Should some features be prioritized over others, e.g., facial features vs. body features? What novel representations should be proposed to account for such a context? How can such representations provide an appropriate trade-off between realism and the volume of data required to be transferred to display and animate these avatars? What is the effect of displaying different levels of realism on different parts of…