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Information technology - General technical requirements for customer service virtual digital human
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Basic data
| Standard ID | GB/T 46483-2025 (GB/T46483-2025) |
| Description (Translated English) | Information technology - General technical requirements for customer service virtual digital human |
| Sector / Industry | National Standard (Recommended) |
| Classification of Chinese Standard | L70 |
| Classification of International Standard | 35.240 |
| Word Count Estimation | 18,111 |
| Date of Issue | 2025-10-05 |
| Date of Implementation | 2025-10-05 |
| Issuing agency(ies) | State Administration for Market Regulation and Standardization Administration of China |
GB/T 46483-2025: Information technology - General technical requirements for customer service virtual digital human
---This is an excerpt. Full copy of true-PDF in English version (including equations, symbols, images, flow-chart, tables, and figures etc.), auto-downloaded/delivered in 9 seconds, can be purchased online: https://www.ChineseStandard.net/PDF.aspx/GBT46483-2025
ICS 35.240
CCSL70
National Standards of the People's Republic of China
Information technology customer service virtual digital human general
Technical Requirements
Published on 2025-10-05
Implemented on October 5, 2025
State Administration for Market Regulation
The State Administration for Standardization issued a statement.
Table of Contents
Preface III
1.Scope 1
2 Normative References 1
3.Terms and Definitions 1
4.Abbreviations 2
5.Reference Frame 3
6.Functional Requirements 4
6.1 Image Generation 4
6.2 Visual Interaction 5
6.3 Voice Interaction 6
6.4 Emotional Interaction 7
6.5 Image-Driven 8
6.6 Operation and Maintenance 9
7 Performance Requirements 9
7.1 Digital Human Image 9
7.2 Visual Interaction 10
7.3 Voice Interaction 10
7.4 Emotional Interaction 11
References 12
Foreword
This document complies with the provisions of GB/T 1.1-2020 "Standardization Work Guidelines Part 1.Structure and Drafting Rules of Standardization Documents".
Drafting.
Please note that some content in this document may involve patents. The issuing organization of this document assumes no responsibility for identifying patents.
This document was proposed and is under the jurisdiction of the National Information Technology Standardization Technical Committee (SAC/TC28).
This document was drafted by. Beijing SenseTime Technology Development Co., Ltd., China Electronics Technology Standardization Institute, and Shenzhen CESI Information Technology Co., Ltd.
Limited Liability Company, Xiamen CESI Technology Development Co., Ltd., Beijing Institute of Technology, Beijing Jinfa Technology Co., Ltd., Beijing Yingdong Real Estate Certification
Certificate Service Co., Ltd., China Mobile (Hangzhou) Information Technology Co., Ltd., Guangzhou Quwan Network Technology Co., Ltd., iFlytek Co., Ltd.
Pengcheng Laboratory, Beijing Haina Data Technology Co., Ltd., Migu Culture Technology Co., Ltd., China Southern Power Grid Electric Power Technology Co., Ltd.
Zhongyi Instech Technology Co., Ltd., Shenzhen Zhongtou Internet Information Technology Co., Ltd., Beijing International Cloud Broadcasting Technology Co., Ltd., Chengdu
Kerry Medical Technology Co., Ltd., Zhejiang Yunpeng Technology Co., Ltd., Sanrenxing Data (Guangdong) Co., Ltd., and Shiyou (Beijing) Technology Co., Ltd.
Limited Liability Company, Hangzhou Yizhi Intelligent Technology Co., Ltd., Thunderbird Innovation Technology (Shenzhen) Co., Ltd., Ruimo Intelligent Technology (Shenzhen) Co., Ltd.,
Guangdong Tianwang Zhicheng Technology Co., Ltd., Unicom Online Information Technology Co., Ltd., Daoyoudao Technology Group Co., Ltd., Shenzhen Pimei Technology Co., Ltd.
Limited Company, Guangdong Yue Dian Information Technology Co., Ltd., Guangzhou Development Zone Yue Dian New Energy Co., Ltd., Beijing North Latitude 30 Degrees Network Technology Co., Ltd.
company.
The main drafters of this document are. Xu Baiqi, Pan Rong, Li Yajian, Li Bin, Xu Qinqin, Wu Geng, Wang Hejun, Dong Guiguan, Sun Qifeng, and Geng Yidan.
Shi Peining, Zeng Jieqi, Liang Jiyun, Feng Nanfei, Ke Shaotang, Weng Dongdong, Zhao Qichao, Lü Keqin, Chen Daqing, Ren Shaofeng, Wang Qingju, He Shan, Guo Jie
Zhang Xu, Bi Lei, Shi Lei, Zhang Shunsi, Zheng Peiwen, He Qin, Tang Chuangguang, Zhang Meijing, Wang Qiulin, Liu Zhedong, Ruan Ruishi, Ji Zhihui, Chen Zheqian
Ouyang Qionglin, Zhang Ming, He Shechao, Gao Deyang, Zhou Jianxiu, Zhang Shuxiang, Chen Yuming, Chen Ke, Deng Xiancai, Zhang Junjie, Niu Longfei, Liang Liang, Shao Zhenlin
Zhang Yunpeng.
Information technology customer service virtual digital human general
Technical Requirements
1.Scope
This document specifies the reference framework, functional and performance requirements for customer service-oriented virtual digital human systems.
This document applies to the design, development, testing, application, and maintenance of customer service-oriented virtual digital human systems.
Note. In this document, for ease of expression, "virtual digital human" is abbreviated as "digital human". This abbreviation is used only within the document and is not a standard term.
2 Normative references
The contents of the following documents, through normative references within the text, constitute essential provisions of this document. Dated citations are not included.
For references to documents, only the version corresponding to that date applies to this document; for undated references, the latest version (including all amendments) applies.
This document.
GB/T 36464.1-2020 Information Technology - Intelligent Voice Interaction Systems - Part 1.General Specifications
GB/T 34083-2017 Chinese Speech Recognition Internet Service Interface Specification
3.Terms and Definitions
The following terms and definitions apply to this document.
3.1
Virtual digital human
Using technologies such as computer graphics, computer vision, voice interaction, and AIGC (Artificial Intelligence Generated Content), we can create images, sounds, and...
After training on motion models, virtual characters are presented on multimodal output devices using real people or computer-driven methods.
3.2
Virtual digital humans designed for specific industry applications and capable of providing customer service.
3.3
A digital human presented in a two-dimensional plane.
Note. 2D virtual digital humans include different styles such as 2D lifelike and 2D cartoon. 2D lifelike digital human images are usually based on real-life images or AIGC-generated content.
The images and videos of the characters are generated using artificial intelligence technology; 2D cartoon digital human figures are usually drawn based on hand-drawing or image processing software.
Made from [material name].
3.4
A digital human presented in three-dimensional form.
Note. 3D virtual digital humans include different styles such as 3D hyper-realistic, 3D lifelike, and 3D cartoon. 3D virtual digital human images are typically based on 3D modeling software or...
AIGC algorithm creation involves complex modeling, material mapping, and rigging operations, or it can be generated through Neural Radiance Field (NeRF).
3.5
Voice wakeup; voice trigger
A voice interaction system that is in audio stream monitoring mode switches to command word recognition and connection mode after detecting specific features or events.
The process continues with speech recognition and other processing states.
[Source. GB/T 36464.1-2020, 3.17]
3.6
A speech processing technique for analyzing and determining the effective start and end points of speech in a continuous audio stream.
[Source. GB/T 36464.1-2020, 3.22]
3.7
Speech recognition
The process of converting human voice signals into text or instructions.
[Source. GB/T 21023-2007, 3.1]
3.8
Understand the semantic information of data symbols, or the expression of requirements in specific business scenarios, and output correct feedback results as required.
process.
[Source. GB/T 36464.3-2018, 3.6]
3.9
Speech synthesis
The process of synthesizing human language through mechanical and electronic methods.
[Source. GB/T 21024-2007, 3.1]
3.10
gesture recognition
The gesture is determined from the input gesture data.
[Source. GB/T 38665.1-2020, 3.5]
3.11
Limb recognition
The body movements are determined from the input body data.
3.12
Affective interaction
The human-computer interaction process that utilizes user emotions or satisfies user emotional needs.
[Source. GB/T 40691-2021, 3.3]
3.13
modeling
The practice of creating models that represent three-dimensional shapes in a manipulable form.
[Source. GB/T 5271.13-2008, 13.01.08, with modifications]
3.14
Rendering
The process of generating data from 2D/3D models, updating simulations, and rendering the presentation output for a given display device.
[Source. GB/T 44020-2024, 9.1]
3.15
motion capture
A method that tracks and samples target actions in a video sequence and uses this sampling information to represent continuous actions.
[Source. GB/T 41864-2022, 3.6.3.11]
4.Abbreviations
The following abbreviations apply to this document.
...