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Research on Interaction Design Based on Artificial Intelligence Technology in a Metaverse Environment

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Design, User Experience, and Usability (HCII 2023)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 14030))

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Abstract

At the beginning of 2021, the term "metaverse" appeared in the public eye in an almost demonized manner, some people are crazy about it, some question it, and some feel disdainful, but at the root, it is an underlying desire of human beings when faced with limited choices. The New Crown epidemic has broken the threshold of people's desire for a virtualized society, and more frequent online life has made people in the global village even more eager for parallel worlds, for breaking the limits of time and space, for unlimited experiences and possibilities.

We are moving from Industry 4.0 to Industry 5.0, from a technology-driven industrial model to a human-centered value-driven industrial model, and from a touchable reality to a novel and fantastical virtual world, often thanks to the integration of multiple emerging technologies. The application of artificial intelligence technology has dramatically changed the way people interact with each other. Under the new domestic epidemic quarantine policy, the time spent online has increased dramatically across society, and a new type of "home economy" has emerged, with artificial intelligence opening up new spaces for production and life, public health, education and employment, economy and finance, national security and many other areas. As online life becomes more and more normalized, real-world life is unable to meet people's needs, and a virtual world parallel to the real world - the metaverse - is opening up the online and offline worlds.

In 2020–2022, domestic and foreign enterprises continue to promote the digital transformation of enterprises and march towards the meta-universe, with giants such as Ingame, Nvidia, Microsoft, Tencent, NetEase and Byte Jumping laying out industries related to the meta-universe concept, expanding from the state of the real economy to the meta-universe economic system, empowering the development of the real economy and feeding back to the real world through the virtual world. The spirit of the 20th National Congress of the Communist Party of China states that the development of the digital economy should be accelerated and the deep integration of the digital economy and the real economy should be promoted. The integration and development of technologies related to the metaverse continue to expand the application space, enriching the real space and reaching all things. In the future, the metaverse will become the mainstream social place in the future human world, where things in the virtual world interact with each other and form a native ecosystem. Humans will cross-connect with other people, objects and virtual environments in the metaverse with virtual images that have social attributes or social relationships, and carry out interactive activities. Social interaction, voice interaction, gesture interaction, eye interaction, eye interaction, as well as the act of touching the frames of glasses and iris recognition for identity encryption, are among the more important technologies of the future.

Based on artificial intelligence technology, this thesis will study how to design interaction in the metaverse environment from four aspects: virtual digital human, the humanoid robot, digital collection, and spatiotemporal intelligence. In order to promote the integration of natural life, virtual life and machine life, provide systematic suggestions for creating multi-sensory interaction, time and space jumping, data interconnection, immersive and interactive virtual space, and metaverse feeding back to the real industry.

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Correspondence to Yaqi Li .

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Li, Y., Ma, Z., Zhang, L. (2023). Research on Interaction Design Based on Artificial Intelligence Technology in a Metaverse Environment. In: Marcus, A., Rosenzweig, E., Soares, M.M. (eds) Design, User Experience, and Usability. HCII 2023. Lecture Notes in Computer Science, vol 14030. Springer, Cham. https://doi.org/10.1007/978-3-031-35699-5_15

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  • DOI: https://doi.org/10.1007/978-3-031-35699-5_15

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-35698-8

  • Online ISBN: 978-3-031-35699-5

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