Virtual social system based on multivariate fusion

By designing a diverse and integrated virtual social system, the limitations of the existing system in terms of single social form, insufficient immersion, and closed content ecology are solved, and the integration of multi-dimensional social form, ultimate immersion and open content ecology are achieved, improving user experience.

CN120013697APending Publication Date: 2025-05-16SHENZHEN YUANXIANG VISION TECH GRP CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202411864522.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-18
Publication Date
2025-05-16

Smart Images

  • Figure CN120013697A_ABST
    Figure CN120013697A_ABST
Patent Text Reader

Abstract

The invention discloses a virtual social system based on multivariate fusion, and the system comprises a multivariate social interaction module which is used for constructing a user virtual image; capturing user body data, mapping the user body data to the virtual image, and performing real-time voice interaction; the virtual social scene construction module is used for providing a visual editing function of the virtual social scene and synchronizing states in the virtual social scene in real time; the social data analysis module is used for mining the social data and generating a social data analysis result; the content creation collaboration module is used for collaborating artificial intelligence creation and user creation, generating creation content and issuing the creation content; and the data access module is used for supporting data and service intercommunication with a third-party platform and importing an external social relation. The virtual social square supporting multiple social interaction modes is constructed, the user can freely switch different communication modes and interaction scenes according to requirements, more comprehensive and more immersive social experience is obtained, and the user experience is improved.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to the field of virtual reality interaction and social network, and in particular to a virtual social system based on multi-dimensional fusion. Background Art

[0002] With the development of the concept of the metaverse, virtual social interaction will gradually become a new way for people to communicate and interact in the digital age. Traditional social platforms such as social networks and instant messaging tools are mainly based on two-dimensional media such as text, pictures, and videos, which are difficult to provide immersive and diversified social experiences. Existing virtual social systems include social platforms based on virtual images, social VR applications, in-game social systems, and virtual activity platforms.

[0003] Among them, social platforms based on virtual images allow users to create virtual avatars and interact in virtual scenes, such as SecondLife and VRChat. However, these platforms are usually limited to specific scene themes, such as games and parties, and lack support for diversified social activities. In addition, the virtual images are not personalized enough, and the interaction methods are relatively simple, making it difficult to provide a truly immersive and natural social experience.

[0004] Social VR applications use virtual reality technology to provide users with an immersive social experience, such as Facebook Horizon and Altspace VR. However, such applications usually require dedicated VR equipment, which has a high threshold, and the content ecosystem is relatively closed, lacking effective integration with other social platforms and the real world. At the same time, the form of social activities is relatively single, mainly meetings and gatherings, lacking support for more diversified social scenarios.

[0005] Many large online games, such as World of Warcraft and Fortnite, have integrated social functions into the game, allowing players to interact with other players in the game world. However, these social systems mainly serve the game content, lack independence and versatility, and cannot support social needs outside of the game. At the same time, the social functions of such systems are usually relatively simple, such as text chat, voice dialogue, etc., lacking richer and more immersive means of interaction.

[0006] Some platforms specialize in providing virtual event services, such as virtual conferences and virtual exhibitions, such as 6Connex and vFairs. However, these platforms mainly focus on specific forms of activities and lack support for normalized social scenarios. The content of activities and interaction methods are also relatively simple and fixed, lacking personalization and flexibility. In addition, such platforms are usually separated from users' original social networks, making it difficult to achieve the continuation and accumulation of social relationships.

[0007] The existing virtual social systems have the following main problems:

[0008] 1. The social form is single and lacks the integration of multi-dimensional social methods;

[0009] 2. The interactive experience is fragmented and the user’s sense of immersion is insufficient;

[0010] 3. The functional modules are independent and the system integration is low;

[0011] 4. The content ecosystem is closed and cross-platform interoperability is poor.

[0012] Therefore, the existing technology needs to be further developed. A new virtual social system is needed that can realize the integration of multiple social forms, provide immersive interactive experience, support deep integration of functional modules, and promote the openness of content ecology. Summary of the invention

[0013] In response to the above technical problems, an embodiment of the present invention provides a virtual social system based on multi-dimensional integration, which can solve the technical problem that the virtual social system in the prior art still has limitations in social form, interaction mode, functional integration, etc., and cannot fully meet the users' growing virtual social needs.

[0014] A first aspect of an embodiment of the present invention provides a virtual social system based on multi-integration, the system comprising:

[0015] A multi-dimensional social interaction module is used to build a user virtual image; capture user body data, map the user body data to the virtual image, and conduct real-time voice interaction;

[0016] A virtual social scene construction module is used to provide a virtual social scene visual editing function and synchronize the status in the virtual social scene in real time based on a network synchronization algorithm;

[0017] Social data analysis module, which is used to mine social data based on big data and artificial intelligence technology and generate social data analysis results;

[0018] A content creation collaboration module is used to collaborate AI creation and user creation to generate creative content and publish the creative content;

[0019] The data access module is used to support data and service interoperability with third-party platforms and import external social relationships.

[0020] Optionally, the multi-dimensional social interaction module includes:

[0021] A virtual image interaction unit, used to construct a user virtual image, display the user virtual image, drive the user virtual image in real time, and realize animation synchronization of the user virtual image;

[0022] An expression and motion capture unit, used to capture the user's facial expressions and body movements in real time based on a computer vision algorithm, and map the facial expressions and body movements to the user's virtual image;

[0023] Real-time voice interaction unit, used to realize multi-person real-time voice call interaction based on real-time communication technology;

[0024] Collaborative interaction unit, used to realize multi-person collaborative operation in virtual social scenes.

[0025] Optionally, the virtual social scene construction module includes:

[0026] A scene visualization editing unit, used to arrange the virtual social scene, edit the material of the virtual social scene, and set the scene of the virtual social scene;

[0027] Physical engine integration unit, used to integrate the physical engine to realize collision detection and physical simulation operations;

[0028] The multi-person dynamic synchronization unit is used to synchronize the status of multiple people in the virtual social scene in real time based on a network synchronization algorithm.

[0029] Optionally, the social data analysis module includes:

[0030] A user behavior portrait generation unit, used to model the user's social behavior in the virtual social scene and generate a user behavior portrait;

[0031] A human relationship mining unit is used for user interaction behaviors in the virtual social scene, building a user social relationship network, and mining the human relationship structure between users;

[0032] An intelligent recommendation engine unit, used to recommend corresponding data to the user based on the user behavior profile and the interpersonal relationship structure;

[0033] The abnormal behavior detection unit is used to build a user behavior baseline and detect and warn abnormal social behaviors based on an unsupervised anomaly detection algorithm.

[0034] Optionally, the content creation collaboration module includes:

[0035] AI collaborative creation unit for generating text, voice or video based on AI-assisted content creation tools;

[0036] Knowledge and material storage unit, used to build a domain knowledge base, store materials, and store model training data sets;

[0037] The content publishing and distribution unit is used to connect to the content distribution platform to realize the publishing of created content.

[0038] Optionally, the data access module includes:

[0039] An open platform access unit, used to provide an open interface and access the third-party application based on the open interface;

[0040] A virtual image toolkit packaging unit, used to package the virtual image toolkit, and integrate virtual social networking in the third-party application based on the virtual image toolkit;

[0041] The social relationship importing unit is used to provide a social relationship importing interface, and import a user relationship graph from an external social platform based on the social relationship importing interface.

[0042] Optionally, the user behavior profile generating unit is specifically used to:

[0043] Based on the CTR prediction algorithm or the collaborative filtering algorithm, the user social behavior in the virtual social scene is modeled to generate a user behavior portrait.

[0044] Optionally, the system further comprises:

[0045] The digital asset management module is used to distribute digital assets based on users' content creation and social interaction data, and to display users' digital assets.

[0046] Optionally, the virtual social scene construction module further includes:

[0047] The scripted interaction configuration unit is used to obtain the script written by the developer, and configure the interaction conditions and trigger conditions in the virtual social scene based on the script.

[0048] Optionally, the data access module further includes:

[0049] The adaptation unit is used to provide a software toolkit adapted to VR / AR devices. The adaptation unit is used to provide a software toolkit adapted to VR / AR devices.

[0050] In the technical solution provided by the embodiment of the present invention, the system includes a multi-dimensional social interaction module, which is used to construct a user virtual image; capture user body data, map the user body data to the virtual image, and conduct real-time voice interaction; a virtual social scene construction module, which is used to provide a virtual social scene visual editing function, and synchronize the status in the virtual social scene in real time; a social data analysis module, which is used to mine social data and generate social data analysis results; a content creation collaboration module, which is used to collaborate artificial intelligence creation and user creation, generate creative content and publish it; a data access module, which is used to support data and service intercommunication with third-party platforms and import external social relationships. The embodiment of the present invention constructs a virtual social plaza that supports multiple social interaction methods and social methods. Users can freely switch between different communication methods and interactive scenes according to their needs to obtain a more comprehensive and immersive social experience and enhance user experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0051] Figure 1 It is a schematic diagram of the module structure of an embodiment of a virtual social system based on multi-integration in an embodiment of the present invention. DETAILED DESCRIPTION

[0052] The following will be combined with the drawings in the embodiments of the present invention to clearly and completely describe the technical solutions in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present invention.

[0053] The embodiments of the present invention are described in detail below with reference to the accompanying drawings.

[0054] The virtual social system based on multi-integration in the embodiment of the present invention is described below. Figure 1 , Figure 1 is a module diagram of an embodiment of a virtual social system based on multi-integration in an embodiment of the present invention, such as Figure 1 As shown, the system includes:

[0055] The multi-dimensional social interaction module 100 is used to construct a user virtual image; capture user body data, map the user body data to the virtual image, and perform real-time voice interaction;

[0056] A virtual social scene construction module 200 is used to provide a virtual social scene visual editing function and synchronize the status in the virtual social scene in real time based on a network synchronization algorithm;

[0057] The social data analysis module 300 is used to mine social data based on big data and artificial intelligence technology to generate social data analysis results;

[0058] The content creation collaboration module 400 is used to collaborate artificial intelligence creation and user creation to generate creative content and publish the creative content;

[0059] The data access module 500 is used to support data and service intercommunication with third-party platforms and import external social relationships.

[0060] In specific implementation, the multi-dimensional social interaction module provides users with a rich and immersive social interaction method, and the multi-dimensional social interaction module constructs a user virtual image; captures user body data, maps the user body data to the virtual image, obtains voice data, and conducts real-time voice interaction; obtains collaborative interaction instructions, and conducts multi-person collaborative interaction;

[0061] The virtual social scene construction module provides scene visualization editing function; supports physical detection function; uses network synchronization algorithm to achieve real-time synchronization of states in virtual scenes; and configures interactions;

[0062] The social data analysis module uses big data and artificial intelligence technology to intelligently analyze and mine the platform's social data, generate social data analysis results, and enable various personalized services, such as user behavior profiling, interpersonal relationship mining, intelligent recommendation engines, abnormal behavior detection, and other personalized services;

[0063] The content creation collaboration module provides an integrated tool chain and collaboration platform for the production of AIGC and UGC content. By collaborating AI creation and user creation, it generates and publishes creative content.

[0064] The data access module is used as a connector to connect the system with the external digital ecosystem and expand the platform boundaries. Specifically, it is used to support data and service interoperability with third-party platforms and import external social relationships.

[0065] The embodiment of the present invention provides a virtual social system based on multi-integration, which aims to solve the limitations of existing virtual social platforms in terms of single social form, insufficient immersion, closed content ecology, etc., and build a highly open, intelligent, and sustainable virtual social ecology. The core idea is to build a virtual social plaza that supports multiple social interaction methods and social gameplay, break the isolation of social scenes, and meet the diverse social needs of users.

[0066] The embodiments of the present invention have the following technical effects:

[0067] Advanced technical architecture: The system adopts a microservice-based, cloud-native architecture design, supports elastic expansion and independent evolution, and adapts to the high concurrency and high availability requirements in social scenarios, representing the industry's leading architectural practices.

[0068] Ultimate social experience: The system provides immersive multi-channel social interaction capabilities, with highly realistic virtual images and real-time and natural interactive feedback, allowing users to fully immerse themselves in virtual social situations and gain a sense of social presence comparable to the real world.

[0069] Open platform ecology: The system provides open platform interfaces and virtual image SDKs to support ecological partners to quickly build vertical scenario applications, and closely integrate with the Metaverse XR ecology to build an open, symbiotic, and win-win virtual social ecology.

[0070] Intelligent data insights: The system uses cutting-edge machine learning algorithms to intelligently analyze massive amounts of social data, accurately portray and reach user portraits, social relationships, interest preferences, etc. in real time, and unleash the value of data.

[0071] Leading content innovation: The system provides creators with an AI-collaborative tool chain and material library, combining AIGC and UGC to double content productivity and lead a new paradigm for immersive content creation.

[0072] Optionally, the multi-dimensional social interaction module includes:

[0073] A virtual image interaction unit, used to construct a user virtual image, display the user virtual image, drive the user virtual image in real time, and realize animation synchronization of the user virtual image;

[0074] An expression and motion capture unit, used to capture the user's facial expressions and body movements in real time based on a computer vision algorithm, and map the facial expressions and body movements to the user's virtual image;

[0075] Real-time voice interaction unit, used to realize multi-person real-time voice call interaction based on real-time communication technology;

[0076] Collaborative interaction unit, used to realize multi-person collaborative operation in virtual social scenes.

[0077] In practice, this module provides users with rich and immersive ways of social interaction, including:

[0078] Real-time voice interaction unit: Based on WebRTC and other technologies, it enables real-time voice calls for multiple people and supports functions such as spatial audio and sound quality optimization.

[0079] Virtual image interaction unit: Based on Unity3D+Mecanim+Avatar, it supports personalized display, real-time driving and animation synchronization of user virtual avatars.

[0080] Expression and motion capture unit: It uses computer vision algorithms such as facial landmark detection and human posture (OpenPose) estimation to capture the user's facial expressions and body movements in real time and map them to the virtual image.

[0081] Collaborative interaction unit: supports multi-person collaborative functions such as whiteboards, documents, and screens. Users can simultaneously edit, annotate, and demonstrate in virtual scenes.

[0082] The multi-social interaction module builds a virtual social square, integrating multiple interactive methods such as voice, video, text, and games. Compared with traditional platforms, this system supports a richer and more flexible combination of social forms. Users can freely switch between different communication methods and interactive scenes according to their needs, and obtain a more comprehensive and immersive social experience.

[0083] Supports highly personalized virtual identity customization. Users can flexibly create unique virtual avatars based on their own characteristics and preferences. The system uses advanced rendering and capture technology to achieve a high degree of synchronization between the avatar's appearance and behavior and the real person, enhancing the sense of substitution of the virtual identity. At the same time, the system has built a blockchain-based virtual identity circulation mechanism, so that users can safely and reliably display and trade virtual identities, giving them unique value attributes.

[0084] Optionally, the virtual social scene building module includes:

[0085] A scene visualization editing unit, used to arrange the virtual social scene, edit the material of the virtual social scene, and set the scene of the virtual social scene;

[0086] Physical engine integration unit, used to integrate the physical engine to realize collision detection and physical simulation operations;

[0087] The multi-person dynamic synchronization unit is used to synchronize the status of multiple people in the virtual social scene in real time based on a network synchronization algorithm.

[0088] In specific implementation, the virtual social scene construction module provides a highly scalable and customizable virtual scene construction engine, which mainly includes:

[0089] Scene visualization editing unit: provides a visual scene editing tool similar to Unity and Unreal, supporting drag-and-drop scene layout, material editing, light and shadow settings, etc.

[0090] Physics engine integration unit: Integrates mainstream physics engines such as PhysX and Havok, supports accurate collision detection and physical simulation, and enhances the realism of the scene.

[0091] Multi-person dynamic synchronization unit: Using Photon, KCP and other network synchronization solutions to achieve real-time synchronization of the position, action, interaction and other states of multiple people in the virtual scene.

[0092] Optionally, the virtual social scene building module also includes:

[0093] The scripted interaction configuration unit is used to obtain the script written by the developer, and configure the interaction conditions and trigger conditions in the virtual social scene based on the script.

[0094] In specific implementation, the scripted interaction configuration unit provides a scripting language similar to Lua, and developers can define the interaction logic and trigger conditions within the scene by writing simple scripts.

[0095] Optionally, the social data analysis module includes:

[0096] A user behavior portrait generation unit, used to model the user's social behavior in the virtual social scene and generate a user behavior portrait;

[0097] A human relationship mining unit is used for user interaction behaviors in the virtual social scene, building a user social relationship network, and mining the human relationship structure between users;

[0098] An intelligent recommendation engine unit, used to recommend corresponding data to the user based on the user behavior profile and the interpersonal relationship structure;

[0099] The abnormal behavior detection unit is used to build a user behavior baseline and detect and warn abnormal social behaviors based on an unsupervised anomaly detection algorithm.

[0100] During specific implementation, the user behavior portrait generation unit models and analyzes the user's social behavior to characterize the user's interest preferences.

[0101] Interpersonal relationship mining unit: Based on graph neural networks, community discovery algorithms, etc., it analyzes user interaction behaviors, builds user social relationship networks, and mines the relationship structure and influence between users.

[0102] For example, on social platforms, we can analyze the interactions between users through graph structures, such as likes, comments, and follow-up relationships, and build a user relationship graph. Using algorithms such as PageRank, we can identify the most influential users in social networks and thus mine interpersonal relationships and social circles.

[0103] Intelligent recommendation engine unit: combines user portraits and interpersonal relationships, and adopts a deep learning ranking model to recommend friends, communities, activities, etc. to users.

[0104] For example, in a video platform, a collaborative filtering algorithm based on users is used to find users with similar interests to a certain user, and then recommend videos that these users have watched but the user has not watched yet. For example, a video watched by user A may also be liked by user B, and thus a recommendation can be made.

[0105] Abnormal behavior detection unit: Build a user behavior baseline and use unsupervised anomaly detection algorithms such as isolation forest to detect and warn abnormal social behavior in real time.

[0106] Example: In bank transaction monitoring, K-Means clustering is used to cluster normal transaction behaviors and mark outliers (i.e. behaviors that deviate from normal transaction patterns) as abnormal. For example, if a large transaction suddenly occurs in an account and the region is abnormal, it may be a fraud.

[0107] Optionally, the user behavior profile generating unit is specifically used for:

[0108] Based on the CTR prediction algorithm or the collaborative filtering algorithm, the user social behavior in the virtual social scene is modeled to generate a user behavior portrait.

[0109] In specific implementation, CTR prediction (Click-Through Rate Prediction) is used to predict the probability of a user clicking on an advertisement or recommended content, and is often used in advertising and recommendation systems.

[0110] Feature engineering: Convert information such as users, ads (items), and context into feature vectors, including features such as user historical behavior, ad content, time, and device.

[0111] Model selection: Logistic Regression: A traditional CTR prediction model that calculates click probability through linear feature combinations. Deep Neural Networks (DNN): Such as Wide&Deep and DeepFM, which use deep learning models to learn high-order feature interactions and capture complex relationships between users and items.

[0112] Training and prediction: Use historical data (such as click or non-click samples) to train the model and optimize the model parameters to minimize the prediction error. In the prediction phase, input the characteristics of the user and the ad, and output the probability of the click.

[0113] The working principle of the collaborative filtering algorithm is as follows:

[0114] Feature Engineering: Collaborative filtering is used to recommend items that a user may be interested in, based on the user’s historical behavior and the behavior of similar users.

[0115] User-Based Collaborative Filtering: Find user groups with similar behaviors to the target user (calculate similarity based on historical behaviors such as purchases and ratings). Based on the behaviors of these similar users, recommend items that the target user has not come into contact with but may be interested in.

[0116] Item-Based Collaborative Filtering: Calculate the similarity between items (such as using cosine similarity or Pearson correlation coefficient). Based on the items that the user has liked, recommend other items that are similar to these items.

[0117] Matrix factorization (such as SVD): Decompose the user-item interaction matrix into latent feature matrices of users and items, and predict the user's preference for unrated items based on these feature matrices.

[0118] Optionally, the content creation collaboration module includes:

[0119] AI collaborative creation unit for generating text, voice or video based on AI-assisted content creation tools;

[0120] Knowledge and material storage unit, used to build a domain knowledge base, store materials, and store model training data sets;

[0121] The content publishing and distribution unit is used to connect to the content distribution platform to realize the publishing of created content.

[0122] In specific implementation, the AI ​​collaborative creation unit provides AI-assisted screenwriting, storyboarding, modeling, animation and other content creation tools, and integrates AI models such as text generation, speech synthesis, and visual generation.

[0123] Knowledge and material storage unit: Build knowledge bases in areas such as spoken dialogue, storyline, and character settings to precipitate model training corpus; gather 2D and 3D materials to support model fine-tuning and retraining.

[0124] Content publishing and distribution unit: connects to mainstream content distribution platforms, provides one-click publishing, data statistics and other functions, and realizes content rights confirmation based on blockchain.

[0125] The system innovatively introduces a content production mechanism that is driven by AIGC and UGC*. The system uses advanced machine learning algorithms to automatically generate high-quality virtual images, social scenes and other content, while providing UGC creators with intelligent collaboration tools to improve the efficiency and quality of content creation. The dual-wheel drive mechanism effectively balances the consistency and diversity of content and builds a healthy content ecosystem.

[0126] AIGC (AI-Generated Content) is artificial intelligence generated content. Working principle: Use deep learning models (such as GPT-3, DALL-E) to generate text, images, videos and other content based on input. The model imitates human creation through large-scale data training.

[0127] UGC (User-Generated Content) is user-generated content. Working principle: content created and published by users independently, usually shared through social media or content platforms, such as text, pictures and videos. Interaction between users promotes content dissemination.

[0128] Optionally, the data access module includes:

[0129] An open platform access unit, used to provide an open interface and access the third-party application based on the open interface;

[0130] A virtual image toolkit packaging unit, used to package the virtual image toolkit, and integrate virtual social networking in the third-party application based on the virtual image toolkit;

[0131] The social relationship importing unit is used to provide a social relationship importing interface, and import a user relationship graph from an external social platform based on the social relationship importing interface.

[0132] In specific implementation, this module acts as a connector to connect the system with the external digital ecosystem and expand the platform boundaries. Its main functions include:

[0133] Open platform access unit: provides a set of open interfaces based on oAuth, OpenAPI, etc., allowing third-party applications to access and provide users with more social scenarios and services.

[0134] Virtual image toolkit packaging unit: encapsulates a set of virtual image SDKs suitable for scenarios such as virtual live broadcast, virtual teaching, and virtual marketing, and supports third parties to quickly integrate virtual social capabilities.

[0135] Social relationship import unit: provides a social relationship data import interface, and supports importing user relationship graphs from external social platforms such as WeChat, QQ, and Meta.

[0136] Optionally, the data access module further includes:

[0137] The adaptation unit is used to provide a software toolkit adapted to VR / AR devices. The adaptation unit is used to provide a software toolkit adapted to VR / AR devices.

[0138] In specific implementation, the adaptation unit: adapts to the SDK of mainstream VR / AR devices, combines 5GMEC edge computing capabilities, improves end-cloud collaborative rendering performance, and brings a more immersive XR social experience.

[0139] Optionally, the system further comprises:

[0140] The digital asset management module is used to distribute digital assets based on users' content creation and social interaction data, and to display users' digital assets.

[0141] In specific implementation, various digital assets are created on the platform, including virtual images, virtual props, digital collections, etc., and issued and confirmed using blockchain technology. Users can obtain digital assets through content creation, social interaction, etc., and freely trade and display them on the platform, encouraging community co-creation.

[0142] It can be seen from the above embodiments that the embodiments of the present invention have the following beneficial effects:

[0143] Seamless integration of multi-dimensional social forms: realize seamless switching and real-time interaction of multiple social forms such as text, voice, video, and action. Through technologies such as virtual image drive, expression and motion capture, spatial audio, and animation synchronization, users can immerse themselves in virtual social scenes in the most natural way, breaking through the limitations of traditional platforms with single social forms and discontinuous conversions. Key technologies: WebRTC real-time audio and video communication, Unity virtual image rendering, face and body key point detection and tracking, etc.

[0144] Construction of personalized virtual social scenes: Provides a visual virtual social scene construction engine to support users to freely create and customize personalized social spaces. A large number of scene templates, 3D materials, graphical editing tools and scripted interactive configurations allow each user to create a unique social experience according to their own preferences to meet diverse social needs. Key technologies: 3D scene editor, physics engine, custom scripts, multi-person real-time synchronization, etc.

[0145] Intelligent analysis of social data and personalized services: Using cutting-edge big data and artificial intelligence technologies, we conduct in-depth mining and intelligent analysis of the platform's massive social behavior data. By building user behavior portraits and social relationship graphs, we can achieve personalized services such as intelligent friend recommendations, community discovery, and abnormal behavior detection, making the social process more efficient, accurate, and secure. Key technologies: user portraits, collaborative filtering, graph neural networks, community discovery, unsupervised anomaly detection, etc.

[0146] A new paradigm of content creation that integrates AIGC and UGC: Create an AI-driven content creation collaboration platform to provide creators with intelligent collaboration tools and material libraries, fully integrating the two content production paradigms of AIGC and UGC. Creators can use AI to assist in inspiration, story writing, character design, scene generation, etc., while supporting multi-person collaborative editing, greatly improving the efficiency and quality of content output. Key technologies: large language model, diffusion model, generative adversarial network, 3D asset library, version management, etc.

[0147] Platform capabilities for open ecosystems: Through open platform interfaces and virtual image SDKs, third-party developers and partners are supported to quickly build industry vertical solutions. At the same time, seamless adaptation with external social relationships and XR devices is also provided to enhance the system's external empowerment and ecosystem expansion capabilities. Key technologies: OpenAPI, oAuth, virtual image SDK, IM docking, VR / ARSDK, etc.

[0148] In specific implementation and application, the present invention may also have a variety of optimization methods and deployment forms, mainly including:

[0149] Cloud-edge collaborative deployment: Combined with the 5GMEC edge cloud capabilities, functional modules with high real-time requirements such as rendering and synchronization can be deployed at the edge nodes of the network close to the user side to further enhance the interactive experience.

[0150] Trusted computing environment support: Use trusted computing technologies such as TEE and secure multi-party computing to build a trusted environment for the entire data life cycle and strengthen privacy protection and data security.

[0151] Distributed ledger storage: Using alliance chains, side chains, etc., data such as virtual asset ownership and transaction records are stored on the chain to ensure that the data cannot be tampered with and is traceable.

[0152] Web3.0 native support: Integrate Web3.0 technology stacks such as DID distributed identity and NFT non-fungible tokens, so that the system has a digital native account system and value system.

[0153] Dedicated cloud delivery model: For industry customers such as finance, education, and government that have data compliance requirements, it supports independent deployment in a dedicated cloud environment to meet regulatory requirements.

[0154] In some other embodiments, there are some variations, for example:

[0155] Decentralized distributed architecture deformation: Considering the high requirements of virtual social platforms for privacy protection, data security, system trustworthiness, etc., we can explore the use of decentralized technical architecture, introduce blockchain, federated learning and other technologies, and realize the distributed processing and storage of key data and computing processes. Alternative solution 1: Distribute and verify key data such as user identity information, social relationship chain, and digital asset ownership through blockchain, replacing the original centralized account system and database. Alternative solution 2: Distribute the AI ​​algorithm training and reasoning links to user terminals through the federated learning framework, and dynamically call local data authorized by users, replacing the original centralized training and reasoning.

[0156] Lightweight mobile interaction solution: Considering the relatively limited hardware resources on mobile devices, a lightweight mobile interaction solution can be designed specifically to ensure immersion while taking into account performance and bandwidth. Alternative solution 1: Use Luau scripting language similar to Roblox to replace the Unity framework and implement a lightweight rendering engine for mobile devices. Alternative solution 2: Use lightweight sensing technologies such as gesture interaction and iBeacon to replace full-body motion capture to achieve simplified interactive control on mobile devices.

[0157] Game engine-driven interactive solution: Considering the maturity of game engines in physical simulation, rendering optimization, and development ecology, we can try to fully transfer virtual social scenes to game engines. Alternative solution 1: Use Unreal Engine to replace the original Unity engine, and use its ray tracing rendering, Nanite geometry technology, etc. to achieve movie-level image quality. Alternative solution 2: Use the game engine's existing NPC system, task system, skill tree, etc. to replace the original simple scripted interaction to achieve more complex and diverse social gameplay.

[0158] Customized solutions for professional scenarios: Considering the differentiated needs of different industries for virtual social interaction, specialized solutions can be customized for key industries. Alternative solution 1: For telemedicine scenarios, integrate medical imaging, physiological parameter collection and other capabilities to realize applications such as virtual consultation. Alternative solution: For virtual teaching scenarios, integrate course management, electronic whiteboard, examination evaluation and other functions to realize a closed teaching loop.

[0159] Next-generation solution for integrated perception and interaction: With the development of new human-computer interaction technologies such as brain-computer interface and tactile feedback, the sensory dimension and interaction depth of virtual social interaction can be further expanded in the future. Variant 1: Introduce brain-computer interface technology to collect user brain wave signals and analyze them into the intention, emotion and other states of the virtual image to achieve mind-driven social interaction. Variant 2: Introduce tactile feedback equipment to simulate real touch through force feedback, vibration, air pressure, etc., so that users can experience physical contact such as hugs and handshakes in virtual social interaction.

[0160] In addition, in some other embodiments, virtual social interaction can be deeply integrated with offline scenarios by expanding offline scenarios, using virtual avatars, AR enhancement and other technologies to allow users to conduct social activities at any time in various occasions in daily life and build a complete digital life picture.

[0161] The above embodiments are only used to illustrate the technical solutions of the present invention, rather than to limit the same. Although the present invention has been described in detail with reference to the aforementioned embodiments, those skilled in the art should understand that the technical solutions described in the aforementioned embodiments may still be modified, or some of the technical features may be replaced by equivalents. However, these modifications or replacements do not deviate the essence of the corresponding technical solutions from the spirit and scope of the technical solutions of the embodiments of the present invention.

Claims

1. A virtual social system based on multi-integration, characterized in that: The system includes: A multi-dimensional social interaction module for building user virtual images; Capturing user body data, mapping the user body data to a virtual image, and performing real-time voice interaction; A virtual social scene construction module is used to provide a virtual social scene visual editing function and synchronize the status in the virtual social scene in real time based on a network synchronization algorithm; Social data analysis module, which is used to mine social data based on big data and artificial intelligence technology and generate social data analysis results; A content creation collaboration module is used to collaborate AI creation and user creation to generate creative content and publish the creative content; The data access module is used to support data and service interoperability with third-party platforms and import external social relationships.

2. The virtual social system based on multi-integration according to claim 1 is characterized in that: The multi-dimensional social interaction module includes: A virtual image interaction unit, used to construct a user virtual image, display the user virtual image, drive the user virtual image in real time, and realize animation synchronization of the user virtual image; An expression and motion capture unit, used to capture the user's facial expressions and body movements in real time based on a computer vision algorithm, and map the facial expressions and body movements to the user's virtual image; Real-time voice interaction unit, used to realize multi-person real-time voice call interaction based on real-time communication technology; Collaborative interaction unit, used to realize multi-person collaborative operation in virtual social scenes.

3. The virtual social system based on multi-integration according to claim 1 is characterized in that: The virtual social scene building module includes: A scene visualization editing unit, used to arrange the virtual social scene, edit the material of the virtual social scene, and set the scene of the virtual social scene; Physical engine integration unit, used to integrate the physical engine to realize collision detection and physical simulation operations; The multi-person dynamic synchronization unit is used to synchronize the status of multiple people in the virtual social scene in real time based on a network synchronization algorithm.

4. The virtual social system based on multi-integration according to claim 1 is characterized in that: The social data analysis module includes: A user behavior portrait generation unit, used to model the user's social behavior in the virtual social scene and generate a user behavior portrait; A human relationship mining unit is used for user interaction behaviors in the virtual social scene, building a user social relationship network, and mining the human relationship structure between users; An intelligent recommendation engine unit, used to recommend corresponding data to the user based on the user behavior profile and the interpersonal relationship structure; The abnormal behavior detection unit is used to build a user behavior baseline and detect and warn abnormal social behaviors based on an unsupervised anomaly detection algorithm.

5. The virtual social system based on multi-integration according to claim 1 is characterized in that: The content creation collaboration module includes: AI collaborative creation unit for generating text, voice or video based on AI-assisted content creation tools; Knowledge and material storage unit, used to build a domain knowledge base, store materials, and store model training data sets; The content publishing and distribution unit is used to connect to the content distribution platform to realize the publishing of created content.

6. The virtual social system based on multi-integration according to claim 1 is characterized in that: The data access module comprises: An open platform access unit, used to provide an open interface and access the third-party application based on the open interface; A virtual image toolkit packaging unit, used to package the virtual image toolkit, and integrate virtual social networking in the third-party application based on the virtual image toolkit; The social relationship importing unit is used to provide a social relationship importing interface, and import a user relationship graph from an external social platform based on the social relationship importing interface.

7. The virtual social system based on multi-integration according to claim 4 is characterized in that: The user behavior profile generation unit is specifically used for: Based on the CTR prediction algorithm or the collaborative filtering algorithm, the user social behavior in the virtual social scene is modeled to generate a user behavior portrait.

8. The virtual social system based on multi-integration according to claim 1 is characterized in that: The system further comprises: The digital asset management module is used to distribute digital assets based on users' content creation and social interaction data, and to display users' digital assets.

9. The virtual social system based on multi-integration according to claim 3 is characterized in that: The virtual social scene construction module also includes: The scripted interaction configuration unit is used to obtain the script written by the developer, and configure the interaction conditions and trigger conditions in the virtual social scene based on the script.

10. The virtual social system based on multi-integration according to claim 6, characterized in that: The data access module also includes: The adaptation unit is used to provide a software toolkit adapted to VR / AR devices. The adaptation unit is used to provide a software toolkit adapted to VR / AR devices.