What happens there is pretty easy to explain. What happens is that during the scan there are some artifacts/data points that end up inside the scanned object. Light hit the sensor the wrong way, alignment was wonky for a sec, or something along those lines, whatever the reason, there are data points inside. There are also some holes in the object, parts that didn't get scanned, these can be tiny spots, under the arms, between the legs, the top of the head, or just in creases in clothing. A piece that didn't get data points. When converting the scan data to a mesh the software sees points inside, and it sees holes, now it thinks that you scanned a hollow object and it tries to connect everything to the best of it's ability, giving you an object, or person in this case, that seems to have been hollowed out by alien worms :P
If the object is perfectly scanned and there are no holes in it, the software should ignore the points inside and just make the whole thing solid, but a few tiny holes will make it do crazy stuff like this.
I haven't been able to find an easy way to fix this. I usually bring the mesh into Zbrush for clean up and a bit of corrective sculpting. During that process I'll try to close those pesky little holes. Then I'll run a Remesh on it, to get a nicer mesh with a lot less vertices. ZRemesher will usually fix those holes and get rid of the internal structure. If it doesn't I'll bring the mesh into Maya and clean it up manually, but it can be a real pain.