AHCI RESEARCH GROUP
Publications
Papers published in international journals,
proceedings of conferences, workshops and books.
OUR RESEARCH
Scientific Publications
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2025
Bendarkawi, J.; Ponce, A.; Mata, S. C.; Aliu, A.; Liu, Y.; Zhang, L.; Liaqat, A.; Rao, V. N.; Monroy-Hernández, A.
ConversAR: Exploring Embodied LLM-Powered Group Conversations in Augmented Reality for Second Language Learners Proceedings Article
In: Conf Hum Fact Comput Syst Proc, Association for Computing Machinery, 2025, ISBN: 979-840071395-8 (ISBN).
Abstract | Links | BibTeX | Tags: Augmented Reality, Augmented Reality (AR), Embodied agent, Embodied Agents, Language learning, Language Model, Large language model, large language models (LLMs), Population dynamics, Second language, Second Language Acquisition, Second language learners, Social dynamics, Turn-taking
@inproceedings{bendarkawi_conversar_2025,
title = {ConversAR: Exploring Embodied LLM-Powered Group Conversations in Augmented Reality for Second Language Learners},
author = {J. Bendarkawi and A. Ponce and S. C. Mata and A. Aliu and Y. Liu and L. Zhang and A. Liaqat and V. N. Rao and A. Monroy-Hernández},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105005746128&doi=10.1145%2f3706599.3720162&partnerID=40&md5=8330d3e0cb735caffa828b848ab9a110},
doi = {10.1145/3706599.3720162},
isbn = {979-840071395-8 (ISBN)},
year = {2025},
date = {2025-01-01},
booktitle = {Conf Hum Fact Comput Syst Proc},
publisher = {Association for Computing Machinery},
abstract = {Group conversations are valuable for second language (L2) learners as they provide opportunities to practice listening and speaking, exercise complex turn-taking skills, and experience group social dynamics in a target language. However, most existing Augmented Reality (AR)-based conversational learning tools focus on dyadic interactions rather than group dialogues. Although research has shown that AR can help reduce speaking anxiety and create a comfortable space for practicing speaking skills in dyadic scenarios, especially with Large Language Model (LLM)-based conversational agents, the potential for group language practice using these technologies remains largely unexplored. We introduce ConversAR, a gpt-4o powered AR application, that enables L2 learners to practice contextualized group conversations. Our system features two embodied LLM agents with vision-based scene understanding and live captions. In a system evaluation with 10 participants, users reported reduced speaking anxiety and increased learner autonomy compared to perceptions of in-person practice methods with other learners. © 2025 Copyright held by the owner/author(s).},
keywords = {Augmented Reality, Augmented Reality (AR), Embodied agent, Embodied Agents, Language learning, Language Model, Large language model, large language models (LLMs), Population dynamics, Second language, Second Language Acquisition, Second language learners, Social dynamics, Turn-taking},
pubstate = {published},
tppubtype = {inproceedings}
}
2024
White, M.; Banerjee, N. K.; Banerjee, S.
VRcabulary: A VR Environment for Reinforced Language Learning via Multi-Modular Design Proceedings Article
In: Proc. - IEEE Int. Conf. Artif. Intell. Ext. Virtual Real., AIxVR, pp. 315–319, Institute of Electrical and Electronics Engineers Inc., 2024, ISBN: 979-835037202-1 (ISBN).
Abstract | Links | BibTeX | Tags: 'current, E-Learning, Foreign language, Immersive, Instructional modules, Language learning, Modular designs, Modulars, Multi-modular, Reinforcement, Second language, Virtual Reality, Virtual-reality environment
@inproceedings{white_vrcabulary_2024,
title = {VRcabulary: A VR Environment for Reinforced Language Learning via Multi-Modular Design},
author = {M. White and N. K. Banerjee and S. Banerjee},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85187241160&doi=10.1109%2fAIxVR59861.2024.00053&partnerID=40&md5=4d8ff8ac5c6aa8336a571ba906fe0f5d},
doi = {10.1109/AIxVR59861.2024.00053},
isbn = {979-835037202-1 (ISBN)},
year = {2024},
date = {2024-01-01},
booktitle = {Proc. - IEEE Int. Conf. Artif. Intell. Ext. Virtual Real., AIxVR},
pages = {315–319},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {We demonstrate VRcabulary, a hierarchical modular virtual reality (VR) environment for language learning (LL). Current VR LL apps lack the benefit of reinforcement presented in typical classroom environments. Apps either introduce content in the second language and lack retention testing, or provide gamification without an in-environment instructional component. To acquire reinforcement of knowledge, the learner needs to visit the app multiple times, increasing the potential for monotony. In VRcabulary, we introduce a multi-modular hierarchical design with 3 modules - an instructional module providing AI-generated audio playbacks of object names, a practice module enabling interaction based reinforcement of object names in response to audio playback, and an exam module enabling retention testing through interaction. To incentivize engagement by reducing monotony, we keep the designs of each modules distinct. We provide sequential object presentations in the instructional module and multiple object assortments in the practice and exam modules. We provide feedback and multiple trials in the practice module, but eliminate them from the exam module. We expect cross-module diversity of interaction in VRcabulary to enhance engagement in VR LL. © 2024 IEEE.},
keywords = {'current, E-Learning, Foreign language, Immersive, Instructional modules, Language learning, Modular designs, Modulars, Multi-modular, Reinforcement, Second language, Virtual Reality, Virtual-reality environment},
pubstate = {published},
tppubtype = {inproceedings}
}
Liang, Q.; Chen, Y.; Li, W.; Lai, M.; Ni, W.; Qiu, H.
In: L., Zhang; W., Yu; Q., Wang; Y., Laili; Y., Liu (Ed.): Commun. Comput. Info. Sci., pp. 12–24, Springer Science and Business Media Deutschland GmbH, 2024, ISBN: 18650929 (ISSN); 978-981973947-9 (ISBN).
Abstract | Links | BibTeX | Tags: Augmented Reality, Glass, Identity recognition, Internet of Things, Internet of things technologies, IoT, Language learning, Learning systems, LLM, Object Detection, Objects detection, Open Vocabulary Object Detection, Recognition systems, Semantics, Telephone sets, Translation (languages), Translation systems, Visual languages, Wearable computers, Wearable device, Wearable devices
@inproceedings{liang_iknowisee_2024,
title = {iKnowiSee: AR Glasses with Language Learning Translation System and Identity Recognition System Built Based on Large Pre-trained Models of Language and Vision and Internet of Things Technology},
author = {Q. Liang and Y. Chen and W. Li and M. Lai and W. Ni and H. Qiu},
editor = {Zhang L. and Yu W. and Wang Q. and Laili Y. and Liu Y.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85200663840&doi=10.1007%2f978-981-97-3948-6_2&partnerID=40&md5=a0324ba6108674b1d39a338574269d60},
doi = {10.1007/978-981-97-3948-6_2},
isbn = {18650929 (ISSN); 978-981973947-9 (ISBN)},
year = {2024},
date = {2024-01-01},
booktitle = {Commun. Comput. Info. Sci.},
volume = {2139 CCIS},
pages = {12–24},
publisher = {Springer Science and Business Media Deutschland GmbH},
abstract = {AR glasses used in daily life have made good progress and have some practical value.However, the current design concept of AR glasses is basically to simply port the content of a cell phone and act as a secondary screen for the phone. In contrast, the AR glasses we designed are based on actual situations, focus on real-world interactions, and utilize IoT technology with the aim of enabling users to fully extract and utilize the digital information in their lives. We have created two innovative features, one is a language learning translation system for users to learn foreign languages, which integrates a large language model with an open vocabulary recognition model to fully extract the visual semantic information of the scene; and the other is a social conferencing system, which utilizes the IoT cloud, pipe, edge, and end development to reduce the cost of communication and improve the efficiency of exchanges in social situations. © The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2024.},
keywords = {Augmented Reality, Glass, Identity recognition, Internet of Things, Internet of things technologies, IoT, Language learning, Learning systems, LLM, Object Detection, Objects detection, Open Vocabulary Object Detection, Recognition systems, Semantics, Telephone sets, Translation (languages), Translation systems, Visual languages, Wearable computers, Wearable device, Wearable devices},
pubstate = {published},
tppubtype = {inproceedings}
}
2023
Bottega, J. A.; Kich, V. A.; Jesus, J. C.; Steinmetz, R.; Kolling, A. H.; Grando, R. B.; Guerra, R. S.; Gamarra, D. F. T.
Jubileo: An Immersive Simulation Framework for Social Robot Design Journal Article
In: Journal of Intelligent and Robotic Systems: Theory and Applications, vol. 109, no. 4, 2023, ISSN: 09210296 (ISSN).
Abstract | Links | BibTeX | Tags: Anthropomorphic Robots, Computational Linguistics, Cost effectiveness, E-Learning, English language learning, English languages, Human Robot Interaction, Human-robot interaction, Humanoid robot, Humans-robot interactions, Immersive, Language learning, Language Model, Large language model, large language models, Learning game, Machine design, Man machine systems, Open systems, Robot Operating System, Simulation framework, Simulation platform, Virtual Reality
@article{bottega_jubileo_2023,
title = {Jubileo: An Immersive Simulation Framework for Social Robot Design},
author = {J. A. Bottega and V. A. Kich and J. C. Jesus and R. Steinmetz and A. H. Kolling and R. B. Grando and R. S. Guerra and D. F. T. Gamarra},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85178895874&doi=10.1007%2fs10846-023-01991-3&partnerID=40&md5=6392af1e9a500ef51c3e215bd9709ce5},
doi = {10.1007/s10846-023-01991-3},
issn = {09210296 (ISSN)},
year = {2023},
date = {2023-01-01},
journal = {Journal of Intelligent and Robotic Systems: Theory and Applications},
volume = {109},
number = {4},
abstract = {This paper introduces Jubileo, an open-source simulated humanoid robot as a framework for the development of human-robot interaction applications. By leveraging the power of the Robot Operating System (ROS) and Unity in a virtual reality environment, this simulation establishes a strong connection to real robotics, faithfully replicating the robot’s physical components down to its motors and enabling communication with servo-actuators to control both the animatronic face and the joints of a real humanoid robot. To validate the capabilities of the framework, we propose English teaching games that integrate Virtual Reality (VR), game-based Human-Robot Interaction (HRI), and advanced large language models such as Generative Pre-trained Transformer (GPT). These games aim to foster linguistic competence within dynamic and interactive virtual environments. The incorporation of large language models bolsters the robot’s capability to generate human-like responses, thus facilitating a more realistic conversational experience. Moreover, the simulation framework reduces real-world testing risks and offers a cost-effective, efficient, and scalable platform for developing new HRI applications. The paper underscores the transformative potential of converging VR, large language models, and HRI, particularly in educational applications. © 2023, The Author(s), under exclusive licence to Springer Nature B.V.},
keywords = {Anthropomorphic Robots, Computational Linguistics, Cost effectiveness, E-Learning, English language learning, English languages, Human Robot Interaction, Human-robot interaction, Humanoid robot, Humans-robot interactions, Immersive, Language learning, Language Model, Large language model, large language models, Learning game, Machine design, Man machine systems, Open systems, Robot Operating System, Simulation framework, Simulation platform, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}