Selected research
Market Outlook & Growth Opportunities
Global Interactive Digital Human Market Outlook and Growth Opportunities 2026
Market perspective
The global Interactive Digital Human market was valued at US$ million in 2026 and is projected to reach US$ million by 2032, implying a compound annual growth rate (CAGR) of % over 2026-2032.
The North America market for Interactive Digital Human is projected to increase from US$ million in 2026 to US$ million by 2032, at a CAGR of % over 2026-2032.
The Europe market for Interactive Digital Human is projected to increase from US$ million in 2026 to US$ million by 2032, at a CAGR of % over 2026-2032.
Read the full market overview
The Asia Pacific market for Interactive Digital Human is projected to increase from US$ million in 2026 to US$ million by 2032, at a CAGR of % over 2026-2032.
In China, the Interactive Digital Human market is projected to increase from US$ million in 2026 to US$ million by 2032, at a CAGR of % over 2026-2032.
Major global companies in the Interactive Digital Human market include Baidu, Tencent, Chaodian Culture (bilibili), ByteDance, iFLYTEK, Alibaba, XMOV, Virtro and UneeQ, among others. In 2025, the top three vendors together accounted for approximately % of global market revenue.
This report provides an overview of the global Interactive Digital Human market in terms of revenue and gross margin, analyzing global market trends using historical revenue data for 2021-2025, estimates for 2026, and projected CAGRs through 2032.
The study covers key producers of Interactive Digital Human and market revenue by major regions and countries, assesses future market potential, and highlights priority regions and countries for segmenting the market into sub-sectors, with country-specific market value data for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, the Middle East, Africa, and other countries.
The report also presents Interactive Digital Human revenue, market share, and industry ranking for the main companies for 2021-2026, identifies the major stakeholders in the global market, and analyzes their competitive landscape and market positioning based on recent developments and segmental revenues.
Across the 2021-2026 period, the analysis compares revenue growth and profitability profiles by company, distinguishing participants with sustained expansion from those with more cyclical performance, and relates these patterns to differences in regional exposure, product portfolios, and application focus in the global Interactive Digital Human market.
Interactive Digital Human Segment by Company
Baidu
Tencent
Chaodian Culture (bilibili)
ByteDance
iFLYTEK
Alibaba
XMOV
Virtro
UneeQ
SenseTime
FaceUnity
Zhuiyi
Xiaoice(Microsoft)
Interactive Digital Human Segment by Type
Intelligent Driving Digital Human
Human Driven Digital Human
Interactive Digital Human Segment by Application
Film and Television
Media
Game
Finance
Others
Interactive Digital Human Segment by Region
North America
United States
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Spain
Netherlands
Switzerland
Sweden
Poland
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Southeast Asia
South America
Brazil
Argentina
Chile
Middle East & Africa
Egypt
South Africa
Israel
Türkiye
GCC Countries
Study Objectives
1. To analyze and research the global Interactive Digital Human status and future forecast, involving, revenue, growth rate (CAGR), market share, historical and forecast.
2. To present the Interactive Digital Human key companies, revenue, market share, and recent developments.
3. To split the Interactive Digital Human breakdown data by regions, type, companies, and application.
4. To analyze the global and key regions Interactive Digital Human market potential and advantage, opportunity and challenge, restraints, and risks.
5. To identify Interactive Digital Human significant trends, drivers, influence factors in global and regions.
6. To analyze Interactive Digital Human competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.
Reasons to Buy This Report
1. This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global Interactive Digital Human market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.
2. This report will help stakeholders to understand the global industry status and trends of Interactive Digital Human and provides them with information on key market drivers, restraints, challenges, and opportunities.
3. This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in sales and value), competitor ecosystem, new product development, expansion, and acquisition.
4. This report stays updated with novel technology integration, features, and the latest developments in the market.
5. This report helps stakeholders to gain insights into which regions to target globally.
6. This report helps stakeholders to gain insights into the end-user perception concerning the adoption of Interactive Digital Human.
7. This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution.
Chapter Outline
Chapter 1: Introduces the report scope of the report, global total market size.
Chapter 2: Analysis key trends, drivers, challenges, and opportunities within the global Interactive Digital Human industry.
Chapter 3: Detailed analysis of Interactive Digital Human company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Sales value of Interactive Digital Human in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of key country in the world.
Chapter 7: Sales value of Interactive Digital Human in country level. It provides sigmate data by type, and by application for each country/region.
Chapter 8: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including revenue, gross margin, product introduction, recent development, etc.
Chapter 9: Concluding Insights.
More report detail
Tables and figures
Scope & coverage.
Types
- Intelligent Driving Digital Human
- Human Driven Digital Human
Applications
- Film and Television
- Media
- Game
- Finance
- Others
Companies covered
- Baidu
- Tencent
- Chaodian Culture (bilibili)
- ByteDance
- iFLYTEK
- Alibaba
- XMOV
- Virtro
- UneeQ
- SenseTime
- FaceUnity
- Zhuiyi
- Xiaoice(Microsoft)
Inside the report.
1 Market Overview
- 1.1 Product Definition
- 1.2 Global Interactive Digital Human Market Size, 2021 VS 2025 VS 2032
- 1.3 Global Interactive Digital Human Market Size (2021-2032)
- 1.4 Assumptions and Limitations
- 1.5 Study Goals and Objectives
2 Interactive Digital Human Market Dynamics
- 2.1 Interactive Digital Human Industry Trends
- 2.2 Interactive Digital Human Industry Drivers
- 2.3 Interactive Digital Human Industry Opportunities and Challenges
- 2.4 Interactive Digital Human Industry Restraints
3 Interactive Digital Human Market by Company
- 3.1 Global Interactive Digital Human Company Revenue Ranking in 2025
- 3.2 Global Interactive Digital Human Revenue by Company (2021-2026)
- 3.3 Global Interactive Digital Human Company Ranking (2024-2026)
- 3.4 Global Interactive Digital Human Company Manufacturing Base and Headquarters
- 3.5 Global Interactive Digital Human Company Product Type and Application
- 3.6 Global Interactive Digital Human Company Establishment Date
- 3.7 Market Competitive Analysis
- 3.7.1 Global Interactive Digital Human Market Concentration Ratio (CR5 and HHI)
- 3.7.2 Global Top 5 and 10 Company Market Share by Revenue in 2025
- 3.7.3 2025 Interactive Digital Human Tier 1, Tier 2, and Tier 3 Companies
- 3.8 Mergers and Acquisitions Expansion
4 Interactive Digital Human Market by Type
- 4.1 Interactive Digital Human Type Introduction
- 4.1.1 Intelligent Driving Digital Human
- 4.1.2 Human Driven Digital Human
- 4.2 Global Interactive Digital Human Sales Value by Type
- 4.2.1 Global Interactive Digital Human Sales Value by Type (2021 VS 2025 VS 2032)
- 4.2.2 Global Interactive Digital Human Sales Value by Type (2021-2032)
- 4.2.3 Global Interactive Digital Human Sales Value Share by Type (2021-2032)
5 Interactive Digital Human Market by Application
- 5.1 Interactive Digital Human Application Introduction
- 5.1.1 Film and Television
- 5.1.2 Media
- 5.1.3 Game
- 5.1.4 Finance
- 5.1.5 Others
- 5.2 Global Interactive Digital Human Sales Value by Application
- 5.2.1 Global Interactive Digital Human Sales Value by Application (2021 VS 2025 VS 2032)
- 5.2.2 Global Interactive Digital Human Sales Value by Application (2021-2032)
- 5.2.3 Global Interactive Digital Human Sales Value Share by Application (2021-2032)
6 Interactive Digital Human Regional Value Analysis
- 6.1 Global Interactive Digital Human Sales Value by Region: 2021 VS 2025 VS 2032
- 6.2 Global Interactive Digital Human Sales Value by Region (2021-2032)
- 6.2.1 Global Interactive Digital Human Sales Value by Region: 2021-2026
- 6.2.2 Global Interactive Digital Human Sales Value by Region (2027-2032)
- 6.3 North America
- 6.3.1 North America Interactive Digital Human Sales Value (2021-2032)
- 6.3.2 North America Interactive Digital Human Sales Value Share by Country, 2025 VS 2032
- 6.4 Europe
- 6.4.1 Europe Interactive Digital Human Sales Value (2021-2032)
- 6.4.2 Europe Interactive Digital Human Sales Value Share by Country, 2025 VS 2032
- 6.5 Asia-Pacific
- 6.5.1 Asia-Pacific Interactive Digital Human Sales Value (2021-2032)
- 6.5.2 Asia-Pacific Interactive Digital Human Sales Value Share by Country, 2025 VS 2032
- 6.6 South America
- 6.6.1 South America Interactive Digital Human Sales Value (2021-2032)
- 6.6.2 South America Interactive Digital Human Sales Value Share by Country, 2025 VS 2032
- 6.7 Middle East & Africa
- 6.7.1 Middle East & Africa Interactive Digital Human Sales Value (2021-2032)
- 6.7.2 Middle East & Africa Interactive Digital Human Sales Value Share by Country, 2025 VS 2032
7 Interactive Digital Human Country-level Value Analysis
- 7.1 Global Interactive Digital Human Sales Value by Country: 2021 VS 2025 VS 2032
- 7.2 Global Interactive Digital Human Sales Value by Country (2021-2032)
- 7.2.1 Global Interactive Digital Human Sales Value by Country (2021-2026)
- 7.2.2 Global Interactive Digital Human Sales Value by Country (2027-2032)
- 7.3 USA
- 7.3.1 USA Interactive Digital Human Sales Value Growth Rate (2021-2032)
- 7.3.2 USA Interactive Digital Human Sales Value Share by Type, 2025 VS 2032
- 7.3.3 USA Interactive Digital Human Sales Value Share by Application, 2025 VS 2032
- 7.4 Canada
- 7.4.1 Canada Interactive Digital Human Sales Value Growth Rate (2021-2032)
- 7.4.2 Canada Interactive Digital Human Sales Value Share by Type, 2025 VS 2032
- 7.4.3 Canada Interactive Digital Human Sales Value Share by Application, 2025 VS 2032
- 7.5 Mexico
- 7.5.1 Mexico Interactive Digital Human Sales Value Growth Rate (2021-2032)
- 7.5.2 Mexico Interactive Digital Human Sales Value Share by Type, 2025 VS 2032
- 7.5.3 Mexico Interactive Digital Human Sales Value Share by Application, 2025 VS 2032
- 7.6 Germany
- 7.6.1 Germany Interactive Digital Human Sales Value Growth Rate (2021-2032)
- 7.6.2 Germany Interactive Digital Human Sales Value Share by Type, 2025 VS 2032
- 7.6.3 Germany Interactive Digital Human Sales Value Share by Application, 2025 VS 2032
- 7.7 France
- 7.7.1 France Interactive Digital Human Sales Value Growth Rate (2021-2032)
- 7.7.2 France Interactive Digital Human Sales Value Share by Type, 2025 VS 2032
- 7.7.3 France Interactive Digital Human Sales Value Share by Application, 2025 VS 2032
- 7.8 U.K.
- 7.8.1 U.K. Interactive Digital Human Sales Value Growth Rate (2021-2032)
- 7.8.2 U.K. Interactive Digital Human Sales Value Share by Type, 2025 VS 2032
- 7.8.3 U.K. Interactive Digital Human Sales Value Share by Application, 2025 VS 2032
- 7.9 Italy
- 7.9.1 Italy Interactive Digital Human Sales Value Growth Rate (2021-2032)
- 7.9.2 Italy Interactive Digital Human Sales Value Share by Type, 2025 VS 2032
- 7.9.3 Italy Interactive Digital Human Sales Value Share by Application, 2025 VS 2032
- 7.10 Spain
- 7.10.1 Spain Interactive Digital Human Sales Value Growth Rate (2021-2032)
- 7.10.2 Spain Interactive Digital Human Sales Value Share by Type, 2025 VS 2032
- 7.10.3 Spain Interactive Digital Human Sales Value Share by Application, 2025 VS 2032
- 7.11 Russia
- 7.11.1 Russia Interactive Digital Human Sales Value Growth Rate (2021-2032)
- 7.11.2 Russia Interactive Digital Human Sales Value Share by Type, 2025 VS 2032
- 7.11.3 Russia Interactive Digital Human Sales Value Share by Application, 2025 VS 2032
- 7.12 Netherlands
- 7.12.1 Netherlands Interactive Digital Human Sales Value Growth Rate (2021-2032)
- 7.12.2 Netherlands Interactive Digital Human Sales Value Share by Type, 2025 VS 2032
- 7.12.3 Netherlands Interactive Digital Human Sales Value Share by Application, 2025 VS 2032
- 7.13 Nordic Countries
- 7.13.1 Nordic Countries Interactive Digital Human Sales Value Growth Rate (2021-2032)
- 7.13.2 Nordic Countries Interactive Digital Human Sales Value Share by Type, 2025 VS 2032
- 7.13.3 Nordic Countries Interactive Digital Human Sales Value Share by Application, 2025 VS 2032
- 7.14 China
- 7.14.1 China Interactive Digital Human Sales Value Growth Rate (2021-2032)
- 7.14.2 China Interactive Digital Human Sales Value Share by Type, 2025 VS 2032
- 7.14.3 China Interactive Digital Human Sales Value Share by Application, 2025 VS 2032
- 7.15 Japan
- 7.15.1 Japan Interactive Digital Human Sales Value Growth Rate (2021-2032)
- 7.15.2 Japan Interactive Digital Human Sales Value Share by Type, 2025 VS 2032
- 7.15.3 Japan Interactive Digital Human Sales Value Share by Application, 2025 VS 2032
- 7.16 South Korea
- 7.16.1 South Korea Interactive Digital Human Sales Value Growth Rate (2021-2032)
- 7.16.2 South Korea Interactive Digital Human Sales Value Share by Type, 2025 VS 2032
- 7.16.3 South Korea Interactive Digital Human Sales Value Share by Application, 2025 VS 2032
- 7.17 India
- 7.17.1 India Interactive Digital Human Sales Value Growth Rate (2021-2032)
- 7.17.2 India Interactive Digital Human Sales Value Share by Type, 2025 VS 2032
- 7.17.3 India Interactive Digital Human Sales Value Share by Application, 2025 VS 2032
- 7.18 Australia
- 7.18.1 Australia Interactive Digital Human Sales Value Growth Rate (2021-2032)
- 7.18.2 Australia Interactive Digital Human Sales Value Share by Type, 2025 VS 2032
- 7.18.3 Australia Interactive Digital Human Sales Value Share by Application, 2025 VS 2032
- 7.19 Southeast Asia
- 7.19.1 Southeast Asia Interactive Digital Human Sales Value Growth Rate (2021-2032)
- 7.19.2 Southeast Asia Interactive Digital Human Sales Value Share by Type, 2025 VS 2032
- 7.19.3 Southeast Asia Interactive Digital Human Sales Value Share by Application, 2025 VS 2032
- 7.20 Brazil
- 7.20.1 Brazil Interactive Digital Human Sales Value Growth Rate (2021-2032)
- 7.20.2 Brazil Interactive Digital Human Sales Value Share by Type, 2025 VS 2032
- 7.20.3 Brazil Interactive Digital Human Sales Value Share by Application, 2025 VS 2032
- 7.21 Argentina
- 7.21.1 Argentina Interactive Digital Human Sales Value Growth Rate (2021-2032)
- 7.21.2 Argentina Interactive Digital Human Sales Value Share by Type, 2025 VS 2032
- 7.21.3 Argentina Interactive Digital Human Sales Value Share by Application, 2025 VS 2032
- 7.22 Chile
- 7.22.1 Chile Interactive Digital Human Sales Value Growth Rate (2021-2032)
- 7.22.2 Chile Interactive Digital Human Sales Value Share by Type, 2025 VS 2032
- 7.22.3 Chile Interactive Digital Human Sales Value Share by Application, 2025 VS 2032
- 7.23 Colombia
- 7.23.1 Colombia Interactive Digital Human Sales Value Growth Rate (2021-2032)
- 7.23.2 Colombia Interactive Digital Human Sales Value Share by Type, 2025 VS 2032
- 7.23.3 Colombia Interactive Digital Human Sales Value Share by Application, 2025 VS 2032
- 7.24 Peru
- 7.24.1 Peru Interactive Digital Human Sales Value Growth Rate (2021-2032)
- 7.24.2 Peru Interactive Digital Human Sales Value Share by Type, 2025 VS 2032
- 7.24.3 Peru Interactive Digital Human Sales Value Share by Application, 2025 VS 2032
- 7.25 Saudi Arabia
- 7.25.1 Saudi Arabia Interactive Digital Human Sales Value Growth Rate (2021-2032)
- 7.25.2 Saudi Arabia Interactive Digital Human Sales Value Share by Type, 2025 VS 2032
- 7.25.3 Saudi Arabia Interactive Digital Human Sales Value Share by Application, 2025 VS 2032
- 7.26 Israel
- 7.26.1 Israel Interactive Digital Human Sales Value Growth Rate (2021-2032)
- 7.26.2 Israel Interactive Digital Human Sales Value Share by Type, 2025 VS 2032
- 7.26.3 Israel Interactive Digital Human Sales Value Share by Application, 2025 VS 2032
- 7.27 UAE
- 7.27.1 UAE Interactive Digital Human Sales Value Growth Rate (2021-2032)
- 7.27.2 UAE Interactive Digital Human Sales Value Share by Type, 2025 VS 2032
- 7.27.3 UAE Interactive Digital Human Sales Value Share by Application, 2025 VS 2032
- 7.28 Turkey
- 7.28.1 Turkey Interactive Digital Human Sales Value Growth Rate (2021-2032)
- 7.28.2 Turkey Interactive Digital Human Sales Value Share by Type, 2025 VS 2032
- 7.28.3 Turkey Interactive Digital Human Sales Value Share by Application, 2025 VS 2032
- 7.29 Iran
- 7.29.1 Iran Interactive Digital Human Sales Value Growth Rate (2021-2032)
- 7.29.2 Iran Interactive Digital Human Sales Value Share by Type, 2025 VS 2032
- 7.29.3 Iran Interactive Digital Human Sales Value Share by Application, 2025 VS 2032
- 7.30 Egypt
- 7.30.1 Egypt Interactive Digital Human Sales Value Growth Rate (2021-2032)
- 7.30.2 Egypt Interactive Digital Human Sales Value Share by Type, 2025 VS 2032
- 7.30.3 Egypt Interactive Digital Human Sales Value Share by Application, 2025 VS 2032
8 Company Profiles
- 8.1 Baidu
- 8.1.1 Baidu Company Information
- 8.1.2 Baidu Business Overview
- 8.1.3 Baidu Interactive Digital Human Revenue and Gross Margin (2021-2026)
- 8.1.4 Baidu Interactive Digital Human Product Portfolio
- 8.1.5 Baidu Recent Developments
- 8.2 Tencent
- 8.2.1 Tencent Company Information
- 8.2.2 Tencent Business Overview
- 8.2.3 Tencent Interactive Digital Human Revenue and Gross Margin (2021-2026)
- 8.2.4 Tencent Interactive Digital Human Product Portfolio
- 8.2.5 Tencent Recent Developments
- 8.3 Chaodian Culture (bilibili)
- 8.3.1 Chaodian Culture (bilibili) Company Information
- 8.3.2 Chaodian Culture (bilibili) Business Overview
- 8.3.3 Chaodian Culture (bilibili) Interactive Digital Human Revenue and Gross Margin (2021-2026)
- 8.3.4 Chaodian Culture (bilibili) Interactive Digital Human Product Portfolio
- 8.3.5 Chaodian Culture (bilibili) Recent Developments
- 8.4 ByteDance
- 8.4.1 ByteDance Company Information
- 8.4.2 ByteDance Business Overview
- 8.4.3 ByteDance Interactive Digital Human Revenue and Gross Margin (2021-2026)
- 8.4.4 ByteDance Interactive Digital Human Product Portfolio
- 8.4.5 ByteDance Recent Developments
- 8.5 iFLYTEK
- 8.5.1 iFLYTEK Company Information
- 8.5.2 iFLYTEK Business Overview
- 8.5.3 iFLYTEK Interactive Digital Human Revenue and Gross Margin (2021-2026)
- 8.5.4 iFLYTEK Interactive Digital Human Product Portfolio
- 8.5.5 iFLYTEK Recent Developments
- 8.6 Alibaba
- 8.6.1 Alibaba Company Information
- 8.6.2 Alibaba Business Overview
- 8.6.3 Alibaba Interactive Digital Human Revenue and Gross Margin (2021-2026)
- 8.6.4 Alibaba Interactive Digital Human Product Portfolio
- 8.6.5 Alibaba Recent Developments
- 8.7 XMOV
- 8.7.1 XMOV Company Information
- 8.7.2 XMOV Business Overview
- 8.7.3 XMOV Interactive Digital Human Revenue and Gross Margin (2021-2026)
- 8.7.4 XMOV Interactive Digital Human Product Portfolio
- 8.7.5 XMOV Recent Developments
- 8.8 Virtro
- 8.8.1 Virtro Company Information
- 8.8.2 Virtro Business Overview
- 8.8.3 Virtro Interactive Digital Human Revenue and Gross Margin (2021-2026)
- 8.8.4 Virtro Interactive Digital Human Product Portfolio
- 8.8.5 Virtro Recent Developments
- 8.9 UneeQ
- 8.9.1 UneeQ Company Information
- 8.9.2 UneeQ Business Overview
- 8.9.3 UneeQ Interactive Digital Human Revenue and Gross Margin (2021-2026)
- 8.9.4 UneeQ Interactive Digital Human Product Portfolio
- 8.9.5 UneeQ Recent Developments
- 8.10 SenseTime
- 8.10.1 SenseTime Company Information
- 8.10.2 SenseTime Business Overview
- 8.10.3 SenseTime Interactive Digital Human Revenue and Gross Margin (2021-2026)
- 8.10.4 SenseTime Interactive Digital Human Product Portfolio
- 8.10.5 SenseTime Recent Developments
- 8.11 FaceUnity
- 8.11.1 FaceUnity Company Information
- 8.11.2 FaceUnity Business Overview
- 8.11.3 FaceUnity Interactive Digital Human Revenue and Gross Margin (2021-2026)
- 8.11.4 FaceUnity Interactive Digital Human Product Portfolio
- 8.11.5 FaceUnity Recent Developments
- 8.12 Zhuiyi
- 8.12.1 Zhuiyi Company Information
- 8.12.2 Zhuiyi Business Overview
- 8.12.3 Zhuiyi Interactive Digital Human Revenue and Gross Margin (2021-2026)
- 8.12.4 Zhuiyi Interactive Digital Human Product Portfolio
- 8.12.5 Zhuiyi Recent Developments
- 8.13 Xiaoice(Microsoft)
- 8.13.1 Xiaoice(Microsoft) Company Information
- 8.13.2 Xiaoice(Microsoft) Business Overview
- 8.13.3 Xiaoice(Microsoft) Interactive Digital Human Revenue and Gross Margin (2021-2026)
- 8.13.4 Xiaoice(Microsoft) Interactive Digital Human Product Portfolio
- 8.13.5 Xiaoice(Microsoft) Recent Developments
9 Concluding Insights
10 Appendix
- 10.1 Reasons for Doing This Study
- 10.2 Research Methodology
- 10.3 Research Process
- 10.4 Authors List of This Report
- 10.5 Data Source
- 10.5.1 Secondary Sources
- 10.5.2 Primary Sources
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