Integrating AI-Driven Wearable Metaverse Technologies into Ubiquitous Blended Learning: A Framework Based on Embodied Interaction and Multi-Agent Collaboration
Abstract
1. Introduction
2. Literature Review
2.1. Wearable Devices in Ubiquitous Blended Learning
2.2. Embodied Interaction in Ubiquitous Blended Learning
2.3. AI Agents in Metaverse
3. A Conceptual Framework for Wearable Metaverse Environments
3.1. The Overall Framework of the Model
3.2. Embodied Interaction Module
3.2.1. Data Collection and Sensor Integration
3.2.2. Embodied Interaction Strategies
3.3. Multi-Agent Collaboration Module
3.3.1. Functions of Multi-Agent Module
3.3.2. Intelligent Interaction Mechanisms
3.3.3. Collaboration Using CrewAI and ST-GNNs
3.4. Multi-Source Data Fusion Module
3.5. Low-Computation-Cost Strategy Module
- High fidelity in gaze-sensitive areas: Regions closer to the gaze point are rendered at higher resolutions to ensure high-fidelity viewing in the user’s focus area;
- Optimized peripheral rendering: Regions further away from the viewpoint are rendered at lower resolutions, reducing the computational demands while maintaining acceptable visual quality.
4. Technical Approaches for Implementing Wearable Metaverse Environments
4.1. Enhancing Precision Through Multi-Source Data Fusion
4.1.1. Feature Extraction with MobileNetV4
- Text Data: Discrete text data is transformed into continuous low-dimensional semantic vectors using an embedding layer. These vectors are then processed through modified UIB blocks, specifically adapted for text data, to extract high-level semantic features.
- Image and Video Data: MobileNetV4’s depthwise separable convolution, as a key element of the UIB block, is leveraged to efficiently extract spatial features from image data. For video data, these spatial features are temporally aggregated using temporal modeling layers, such as the Mobile MQA attention block, enabling the capture of dynamic temporal dependencies.
- Speech Data: High-level acoustic features are initially extracted using a pre-trained acoustic model (e.g., Wav2Vec or HuBERT). These features are subsequently compressed using MobileNetV4’s UIB blocks, which are fine-tuned for speech data, to reduce the dimensionality without losing essential information. The Mobile MQA attention block is then applied to capture long-range dependencies within the speech sequences.
4.1.2. Dynamic Cross-Modality Fusion with xLSTM
- Input Transformation: The extracted feature maps are pre-processed (e.g., normalization, dimensionality alignment) to ensure compatibility across the modalities.
- Temporal Alignment Using Modality Interaction Units (MIUs): MIUs in xLSTM explicitly model the temporal relationships between the modalities.
- Dynamic Modality Weighting: At each time step, xLSTM calculates the relative importance of each modality using learned weighting parameters.
- Output Fusion for Downstream Tasks: The fused multi-modal representation is passed to task-specific layers (e.g., classification, regression, or decision-making modules).
4.2. Agents’ Collaboration Based on Multi-Agent Framework and Graph Neural Networks
4.2.1. Spatio-Temporal Collaboration Modeling with ST-GNNs
4.2.2. Distributed and Hybrid Decision-Making with CrewAI
- Macro-Level Coordination: A central platform agent serves as a global coordinator, aggregating information from all the agents and generating high-level decisions using graph neural networks. The platform agent evaluates the states of learners, virtual environments, and real-world contexts to identify optimal task–agent matches. For example, it might assign a specific virtual tutor to a struggling student or coordinate collaborative tasks among urban and rural students.
- Micro-Level Distributed Decisions: Individual agents (e.g., virtual tutors, learning companions, or environment agents) independently generate localized decisions based on their private states. Using deep reinforcement learning, the agents express personalized preferences for scheduling or task execution, which are communicated back to the platform agent through CrewAI’s interaction mechanisms. This two-way communication ensures that global decisions are informed by local needs while maintaining the overall system coherence.
4.3. Optimization of Visual Experiences Based on Low Computation Cost
4.3.1. Low-Computation-Cost Environment Perception and Modeling
4.3.2. Gaze Prediction Using Visual Attention Models
- Visual Attention Models: Inspired by the human visual system, lightweight convolutional neural networks (e.g., boundary attention models) are used to predict potential regions of interest in images or videos (Polansky et al., 2024). These predictions guide rendering optimizations by focusing computational resources on areas the user is likely to attend to.
- Real-Time Gaze Tracking: The system utilizes low-computation-cost gaze-tracking algorithms to identify the learner’s gaze position in real time, ensuring that the rendering priorities align with the user’s visual attention.
4.3.3. Gaze Prediction and Dynamic Rendering Cache Mechanism
- Dynamic Resolution Adjustment: Based on gaze prediction, the rendering engine dynamically adjusts the resolution of different regions. Higher resolutions are prioritized for gaze-sensitive areas, while peripheral regions are rendered at lower resolutions. Techniques such as the Level of Detail (LOD) method and frustum culling (Su et al., 2017) are used to allocate resources effectively.
- Rendering Cache Mechanism: Leveraging temporal coherence, previously rendered frames are stored and reused to avoid redundant computations. Frame difference encoding and result compression techniques are further applied to reduce the computational cost for static or minimally changing regions.
- Predictive Gaze Modeling: Recurrent neural networks (e.g., RNNs) predict potential gaze shifts, allowing the system to pre-render areas of future interest and minimize the latency.
4.3.4. Visual Perception Optimization
- Image Quality Evaluation: Algorithms such as CrossScore (Z. Wang et al., 2025) and GR-PSN (Ju et al., 2024) are used to assess the visual quality of the rendered frames in real time. These evaluations guide adjustments to the rendering parameters, such as the resolution and texture detail, to balance visual fidelity and computational efficiency.
- Perceptual Mapping Techniques: Techniques like VDP (Visual Difference Prediction) (Mantiuk et al., 2023) are employed to identify areas of higher visual importance, ensuring that the system resources are allocated in a way that maximizes the perceptual quality.
5. Discussion
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Interaction Dimension | Contents | Description |
---|---|---|
Learner-to-Learner | Gesture Recognition | Capturing natural gestures for non-verbal communication and object manipulation in virtual spaces. |
Synchronized Activities | Mapping shared physical activities (e.g., virtual sports) in real time to foster collaboration. | |
Haptic Feedback | Simulating remote physical touch, enhancing social presence and emotional connection. | |
Learner-to-Metaverse | Immersive Operations | Enabling direct and intuitive interaction with virtual objects through body movements. |
Multisensory Feedback | Providing rich experiences through integrated visual, auditory, and haptic feedback. | |
Spatial Navigation | Allowing for natural navigation of virtual spaces using physical movements to enhance exploration. | |
Learner-to-Real-Environment | AR Annotations | Overlaying real-world objects with contextual learning information. |
Interaction Mapping | Mapping real-world actions to virtual environments for seamless learning. | |
Environmental Adaptation | Dynamically adjusting learning content based on environmental data. |
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Xu, J.; Zhai, X.; Chen, N.-S.; Ghani, U.; Istenic, A.; Xin, J. Integrating AI-Driven Wearable Metaverse Technologies into Ubiquitous Blended Learning: A Framework Based on Embodied Interaction and Multi-Agent Collaboration. Educ. Sci. 2025, 15, 900. https://doi.org/10.3390/educsci15070900
Xu J, Zhai X, Chen N-S, Ghani U, Istenic A, Xin J. Integrating AI-Driven Wearable Metaverse Technologies into Ubiquitous Blended Learning: A Framework Based on Embodied Interaction and Multi-Agent Collaboration. Education Sciences. 2025; 15(7):900. https://doi.org/10.3390/educsci15070900
Chicago/Turabian StyleXu, Jiaqi, Xuesong Zhai, Nian-Shing Chen, Usman Ghani, Andreja Istenic, and Junyi Xin. 2025. "Integrating AI-Driven Wearable Metaverse Technologies into Ubiquitous Blended Learning: A Framework Based on Embodied Interaction and Multi-Agent Collaboration" Education Sciences 15, no. 7: 900. https://doi.org/10.3390/educsci15070900
APA StyleXu, J., Zhai, X., Chen, N.-S., Ghani, U., Istenic, A., & Xin, J. (2025). Integrating AI-Driven Wearable Metaverse Technologies into Ubiquitous Blended Learning: A Framework Based on Embodied Interaction and Multi-Agent Collaboration. Education Sciences, 15(7), 900. https://doi.org/10.3390/educsci15070900