Computer-Made Virtual Male Influencers

Liam Nikuro is Japan's First Virtual Social Media Persona

While many have long suspected that influencers on social media edit themselves, Liam Nikuro takes it to another level as Japans first virtual male influencer. Liam is the third virtual social media personality to launch, but arguably the most realistic.

The virtual profile was created by 1sec Inc., a company that specializes in combining reality with a digital world. According to the press release, "Liam is powered by computer processing, 3DCG technology that are used to project virtual three-dimensional objects onto flat surfaces, creating images with a sense of depth." 1sec Inc. created the almost too perfect-looking influencer to have a believable personality as well. Liam is allegedly from Los Angles and works as a music producer, with an interest in makeup, entertainment, and fashion.

With virtual influencers on the rise, it could change the way companies market to consumers, with customized digital personalities targeted at consumers.

Image Credit: Liam_Nikuro/Instagram

Virtual Influencers
The rise of virtual influencers presents opportunities for companies to create customized digital personalities to target consumers.
Computer-generated Realism
Advancements in computer processing and 3DCG technology allow for the creation of highly realistic virtual personalities like Liam Nikuro.
Blurring Reality and Digital
Companies specializing in combining reality with the digital world, like 1sec Inc., open up possibilities for disruptive innovation in various industries.

Sectors Adopting This

Marketing and Advertising
The rise of virtual influencers could revolutionize the way companies market to consumers, with personalized digital personalities.
Entertainment and Media
Computer-generated realism in virtual influencers can offer new opportunities for entertainment and media companies in creating compelling digital content.
Technology and Software
Advancements in computer processing and 3DCG technology can drive disruptive innovation in the development of realistic virtual personas.
SCORE
5.8 out of 10
GENDER
50% Men50% Women
MARKETTop markets: Asia
GENERATION
  • Gen Alpha
  • Gen X
  • Gen Z (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 77%
Activity 89%
Freshness 9%

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