AHCI RESEARCH GROUP
Publications
Papers published in international journals,
proceedings of conferences, workshops and books.
OUR RESEARCH
Scientific Publications
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2025
Shawash, J.; Thibault, M.; Hamari, J.
Who Killed Helene Pumpulivaara?: AI-Assisted Content Creation and XR Implementation for Interactive Built Heritage Storytelling Proceedings Article
In: IMX - Proc. ACM Int. Conf. Interact. Media Experiences, pp. 377–379, Association for Computing Machinery, Inc, 2025, ISBN: 979-840071391-0 (ISBN).
Abstract | Links | BibTeX | Tags: Artificial intelligence, Augmented Reality, Built heritage, Content creation, Digital heritage, Digital Interpretation, Extended reality, Human computer interaction, Human engineering, Industrial Heritage, Interactive computer graphics, Interactive computer systems, Mobile photographies, Narrative Design, Narrative designs, Production pipelines, Uncanny valley, Virtual Reality
@inproceedings{shawash_who_2025,
title = {Who Killed Helene Pumpulivaara?: AI-Assisted Content Creation and XR Implementation for Interactive Built Heritage Storytelling},
author = {J. Shawash and M. Thibault and J. Hamari},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105008003446&doi=10.1145%2f3706370.3731703&partnerID=40&md5=bc8a8d221abcf6c560446979fbd06cbc},
doi = {10.1145/3706370.3731703},
isbn = {979-840071391-0 (ISBN)},
year = {2025},
date = {2025-01-01},
booktitle = {IMX - Proc. ACM Int. Conf. Interact. Media Experiences},
pages = {377–379},
publisher = {Association for Computing Machinery, Inc},
abstract = {This demo presents "Who Killed Helene Pumpulivaara?", an innovative interactive heritage experience that combines crime mystery narrative with XR technology to address key challenges in digital heritage interpretation. Our work makes six significant contributions: (1) the discovery of a "Historical Uncanny Valley"effect where varying fidelity levels between AI-generated and authentic content serve as implicit markers distinguishing fact from interpretation; (2) an accessible production pipeline combining mobile photography with AI tools that democratizes XR heritage creation for resource-limited institutions; (3) a spatial storytelling approach that effectively counters decontextualization in digital heritage; (4) a multi-platform implementation strategy across web and VR environments; (5) a practical model for AI-assisted heritage content creation balancing authenticity with engagement; and (6) a pathway toward spatial augmented reality for future heritage interpretation. Using the historic Finlayson Factory in Tampere, Finland as a case study, our implementation demonstrates how emerging technologies can enrich the authenticity of heritage experiences, fostering deeper emotional connections between visitors and the histories embedded in place. © 2025 Copyright held by the owner/author(s).},
keywords = {Artificial intelligence, Augmented Reality, Built heritage, Content creation, Digital heritage, Digital Interpretation, Extended reality, Human computer interaction, Human engineering, Industrial Heritage, Interactive computer graphics, Interactive computer systems, Mobile photographies, Narrative Design, Narrative designs, Production pipelines, Uncanny valley, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
Stroinski, M.; Kwarciak, K.; Kowalewski, M.; Hemmerling, D.; Frier, W.; Georgiou, O.
Text-to-Haptics: Enhancing Multisensory Storytelling through Emotionally Congruent Midair Haptics Journal Article
In: Advanced Intelligent Systems, vol. 7, no. 4, 2025, ISSN: 26404567 (ISSN).
Abstract | Links | BibTeX | Tags: Audiovisual, Augmented Reality, Extended reality, Haptic interfaces, Haptics, Haptics interfaces, HMI, hybrid AI, Hybrid artificial intelligences, Metaverses, Mixed reality, Multisensory, Natural Language Processing, perception, Sentiment Analysis, Sound speech, Special issue and section, Speech enhancement, Virtual environments, Visual elements
@article{stroinski_text–haptics_2025,
title = {Text-to-Haptics: Enhancing Multisensory Storytelling through Emotionally Congruent Midair Haptics},
author = {M. Stroinski and K. Kwarciak and M. Kowalewski and D. Hemmerling and W. Frier and O. Georgiou},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105002269591&doi=10.1002%2faisy.202400758&partnerID=40&md5=a4c8ce7a01c9bc90d9805a81d34df982},
doi = {10.1002/aisy.202400758},
issn = {26404567 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {Advanced Intelligent Systems},
volume = {7},
number = {4},
abstract = {In multisensory storytelling, the integration of touch, sound, speech, and visual elements plays a crucial role in enhancing the narrative immersion and audience engagement. In light of this, this article presents a scalable and intelligent hybrid artificial intelligence (AI) method that uses emotional text analysis for deciding when and what midair haptics to display alongside audiovisual content generated by latent stable diffusion methods. Then, a user study involving 40 participants is described, the results of which suggest that the proposed approach enhances the audience level of engagement as they experience a short AI-generated multisensory (audio–visual–haptic) story. © 2024 The Author(s). Advanced Intelligent Systems published by Wiley-VCH GmbH.},
keywords = {Audiovisual, Augmented Reality, Extended reality, Haptic interfaces, Haptics, Haptics interfaces, HMI, hybrid AI, Hybrid artificial intelligences, Metaverses, Mixed reality, Multisensory, Natural Language Processing, perception, Sentiment Analysis, Sound speech, Special issue and section, Speech enhancement, Virtual environments, Visual elements},
pubstate = {published},
tppubtype = {article}
}
Buldu, K. B.; Özdel, S.; Lau, K. H. Carrie; Wang, M.; Saad, D.; Schönborn, S.; Boch, A.; Kasneci, E.; Bozkir, E.
CUIfy the XR: An Open-Source Package to Embed LLM-Powered Conversational Agents in XR Proceedings Article
In: Proc. - IEEE Int. Conf. Artif. Intell. Ext. Virtual Real., AIxVR, pp. 192–197, Institute of Electrical and Electronics Engineers Inc., 2025, ISBN: 9798331521578 (ISBN).
Abstract | Links | BibTeX | Tags: Augmented Reality, Computational Linguistics, Conversational user interface, conversational user interfaces, Extended reality, Head-mounted-displays, Helmet mounted displays, Language Model, Large language model, large language models, Non-player character, non-player characters, Open source software, Personnel training, Problem oriented languages, Speech models, Speech-based interaction, Text to speech, Unity, Virtual environments, Virtual Reality
@inproceedings{buldu_cuify_2025,
title = {CUIfy the XR: An Open-Source Package to Embed LLM-Powered Conversational Agents in XR},
author = {K. B. Buldu and S. Özdel and K. H. Carrie Lau and M. Wang and D. Saad and S. Schönborn and A. Boch and E. Kasneci and E. Bozkir},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105000229165&doi=10.1109%2FAIxVR63409.2025.00037&partnerID=40&md5=f11f49480d075aee04ec44cedc984844},
doi = {10.1109/AIxVR63409.2025.00037},
isbn = {9798331521578 (ISBN)},
year = {2025},
date = {2025-01-01},
booktitle = {Proc. - IEEE Int. Conf. Artif. Intell. Ext. Virtual Real., AIxVR},
pages = {192–197},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {Recent developments in computer graphics, machine learning, and sensor technologies enable numerous opportunities for extended reality (XR) setups for everyday life, from skills training to entertainment. With large corporations offering affordable consumer-grade head-mounted displays (HMDs), XR will likely become pervasive, and HMDs will develop as personal devices like smartphones and tablets. However, having intelligent spaces and naturalistic interactions in XR is as important as tech-nological advances so that users grow their engagement in virtual and augmented spaces. To this end, large language model (LLM)-powered non-player characters (NPCs) with speech-to-text (STT) and text-to-speech (TTS) models bring significant advantages over conventional or pre-scripted NPCs for facilitating more natural conversational user interfaces (CUIs) in XR. This paper provides the community with an open-source, customizable, extendable, and privacy-aware Unity package, CUIfy, that facili-tates speech-based NPC-user interaction with widely used LLMs, STT, and TTS models. Our package also supports multiple LLM-powered NPCs per environment and minimizes latency between different computational models through streaming to achieve us-able interactions between users and NPCs. We publish our source code in the following repository: https://gitlab.lrz.de/hctl/cuify © 2025 Elsevier B.V., All rights reserved.},
keywords = {Augmented Reality, Computational Linguistics, Conversational user interface, conversational user interfaces, Extended reality, Head-mounted-displays, Helmet mounted displays, Language Model, Large language model, large language models, Non-player character, non-player characters, Open source software, Personnel training, Problem oriented languages, Speech models, Speech-based interaction, Text to speech, Unity, Virtual environments, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
Stacchio, L.; Balloni, E.; Frontoni, E.; Paolanti, M.; Zingaretti, P.; Pierdicca, R.
MineVRA: Exploring the Role of Generative AI-Driven Content Development in XR Environments through a Context-Aware Approach Journal Article
In: IEEE Transactions on Visualization and Computer Graphics, vol. 31, no. 5, pp. 3602–3612, 2025, ISSN: 10772626 (ISSN), (Publisher: IEEE Computer Society).
Abstract | Links | BibTeX | Tags: adult, Article, Artificial intelligence, Computer graphics, Computer vision, Content Development, Contents development, Context-Aware, Context-aware approaches, Extended reality, female, Generative adversarial networks, Generative AI, generative artificial intelligence, human, Human-in-the-loop, Immersive, Immersive environment, male, Multi-modal, User need, Virtual environments, Virtual Reality
@article{stacchio_minevra_2025,
title = {MineVRA: Exploring the Role of Generative AI-Driven Content Development in XR Environments through a Context-Aware Approach},
author = {L. Stacchio and E. Balloni and E. Frontoni and M. Paolanti and P. Zingaretti and R. Pierdicca},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105003746367&doi=10.1109%2FTVCG.2025.3549160&partnerID=40&md5=3356eb968b3e6a0d3c9b75716b05fac4},
doi = {10.1109/TVCG.2025.3549160},
issn = {10772626 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {IEEE Transactions on Visualization and Computer Graphics},
volume = {31},
number = {5},
pages = {3602–3612},
abstract = {The convergence of Artificial Intelligence (AI), Computer Vision (CV), Computer Graphics (CG), and Extended Reality (XR) is driving innovation in immersive environments. A key challenge in these environments is the creation of personalized 3D assets, traditionally achieved through manual modeling, a time-consuming process that often fails to meet individual user needs. More recently, Generative AI (GenAI) has emerged as a promising solution for automated, context-aware content generation. In this paper, we present MineVRA (Multimodal generative artificial iNtelligence for contExt-aware Virtual Reality Assets), a novel Human-In-The-Loop (HITL) XR framework that integrates GenAI to facilitate coherent and adaptive 3D content generation in immersive scenarios. To evaluate the effectiveness of this approach, we conducted a comparative user study analyzing the performance and user satisfaction of GenAI-generated 3D objects compared to those generated by Sketchfab in different immersive contexts. The results suggest that GenAI can significantly complement traditional 3D asset libraries, with valuable design implications for the development of human-centered XR environments. © 2025 Elsevier B.V., All rights reserved.},
note = {Publisher: IEEE Computer Society},
keywords = {adult, Article, Artificial intelligence, Computer graphics, Computer vision, Content Development, Contents development, Context-Aware, Context-aware approaches, Extended reality, female, Generative adversarial networks, Generative AI, generative artificial intelligence, human, Human-in-the-loop, Immersive, Immersive environment, male, Multi-modal, User need, Virtual environments, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Kim, Y.; Aamir, Z.; Singh, M.; Boorboor, S.; Mueller, K.; Kaufman, A. E.
Explainable XR: Understanding User Behaviors of XR Environments Using LLM-Assisted Analytics Framework Journal Article
In: IEEE Transactions on Visualization and Computer Graphics, vol. 31, no. 5, pp. 2756–2766, 2025, ISSN: 10772626 (ISSN), (Publisher: IEEE Computer Society).
Abstract | Links | BibTeX | Tags: adult, Agnostic, Article, Assistive, Cross Reality, Data Analytics, Data collection, data interpretation, Data recording, Data visualization, Extended reality, human, Language Model, Large language model, large language models, Multi-modal, Multimodal Data Collection, normal human, Personalized assistive technique, Personalized Assistive Techniques, recorder, Spatio-temporal data, therapy, user behavior, User behaviors, Virtual addresses, Virtual environments, Virtual Reality, Visual analytics, Visual languages
@article{kim_explainable_2025,
title = {Explainable XR: Understanding User Behaviors of XR Environments Using LLM-Assisted Analytics Framework},
author = {Y. Kim and Z. Aamir and M. Singh and S. Boorboor and K. Mueller and A. E. Kaufman},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105003815583&doi=10.1109%2FTVCG.2025.3549537&partnerID=40&md5=bc5ac38eb19faa224282cf385f43799f},
doi = {10.1109/TVCG.2025.3549537},
issn = {10772626 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {IEEE Transactions on Visualization and Computer Graphics},
volume = {31},
number = {5},
pages = {2756–2766},
abstract = {We present Explainable XR, an end-to-end framework for analyzing user behavior in diverse eXtended Reality (XR) environments by leveraging Large Language Models (LLMs) for data interpretation assistance. Existing XR user analytics frameworks face challenges in handling cross-virtuality - AR, VR, MR - transitions, multi-user collaborative application scenarios, and the complexity of multimodal data. Explainable XR addresses these challenges by providing a virtuality-agnostic solution for the collection, analysis, and visualization of immersive sessions. We propose three main components in our framework: (1) A novel user data recording schema, called User Action Descriptor (UAD), that can capture the users' multimodal actions, along with their intents and the contexts; (2) a platform-agnostic XR session recorder, and (3) a visual analytics interface that offers LLM-assisted insights tailored to the analysts' perspectives, facilitating the exploration and analysis of the recorded XR session data. We demonstrate the versatility of Explainable XR by demonstrating five use-case scenarios, in both individual and collaborative XR applications across virtualities. Our technical evaluation and user studies show that Explainable XR provides a highly usable analytics solution for understanding user actions and delivering multifaceted, actionable insights into user behaviors in immersive environments. © 2025 Elsevier B.V., All rights reserved.},
note = {Publisher: IEEE Computer Society},
keywords = {adult, Agnostic, Article, Assistive, Cross Reality, Data Analytics, Data collection, data interpretation, Data recording, Data visualization, Extended reality, human, Language Model, Large language model, large language models, Multi-modal, Multimodal Data Collection, normal human, Personalized assistive technique, Personalized Assistive Techniques, recorder, Spatio-temporal data, therapy, user behavior, User behaviors, Virtual addresses, Virtual environments, Virtual Reality, Visual analytics, Visual languages},
pubstate = {published},
tppubtype = {article}
}
Chen, J.; Wu, X.; Lan, T.; Li, B.
LLMER: Crafting Interactive Extended Reality Worlds with JSON Data Generated by Large Language Models Journal Article
In: IEEE Transactions on Visualization and Computer Graphics, vol. 31, no. 5, pp. 2715–2724, 2025, ISSN: 10772626 (ISSN), (Publisher: IEEE Computer Society).
Abstract | Links | BibTeX | Tags: % reductions, 3D modeling, algorithm, Algorithms, Augmented Reality, Coding errors, Computer graphics, Computer interaction, computer interface, Computer simulation languages, Extended reality, generative artificial intelligence, human, Human users, human-computer interaction, Humans, Imaging, Immersive, Language, Language Model, Large language model, large language models, Metadata, Natural Language Processing, Natural language processing systems, Natural languages, procedures, Script generation, Spatio-temporal data, Three dimensional computer graphics, Three-Dimensional, three-dimensional imaging, User-Computer Interface, Virtual Reality
@article{chen_llmer_2025,
title = {LLMER: Crafting Interactive Extended Reality Worlds with JSON Data Generated by Large Language Models},
author = {J. Chen and X. Wu and T. Lan and B. Li},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105003825793&doi=10.1109%2FTVCG.2025.3549549&partnerID=40&md5=50597473616678390f143a33082a13d3},
doi = {10.1109/TVCG.2025.3549549},
issn = {10772626 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {IEEE Transactions on Visualization and Computer Graphics},
volume = {31},
number = {5},
pages = {2715–2724},
abstract = {The integration of Large Language Models (LLMs) like GPT-4 with Extended Reality (XR) technologies offers the potential to build truly immersive XR environments that interact with human users through natural language, e.g., generating and animating 3D scenes from audio inputs. However, the complexity of XR environments makes it difficult to accurately extract relevant contextual data and scene/object parameters from an overwhelming volume of XR artifacts. It leads to not only increased costs with pay-per-use models, but also elevated levels of generation errors. Moreover, existing approaches focusing on coding script generation are often prone to generation errors, resulting in flawed or invalid scripts, application crashes, and ultimately a degraded user experience. To overcome these challenges, we introduce LLMER, a novel framework that creates interactive XR worlds using JSON data generated by LLMs. Unlike prior approaches focusing on coding script generation, LLMER translates natural language inputs into JSON data, significantly reducing the likelihood of application crashes and processing latency. It employs a multi-stage strategy to supply only the essential contextual information adapted to the user's request and features multiple modules designed for various XR tasks. Our preliminary user study reveals the effectiveness of the proposed system, with over 80% reduction in consumed tokens and around 60% reduction in task completion time compared to state-of-the-art approaches. The analysis of users' feedback also illuminates a series of directions for further optimization. © 2025 Elsevier B.V., All rights reserved.},
note = {Publisher: IEEE Computer Society},
keywords = {% reductions, 3D modeling, algorithm, Algorithms, Augmented Reality, Coding errors, Computer graphics, Computer interaction, computer interface, Computer simulation languages, Extended reality, generative artificial intelligence, human, Human users, human-computer interaction, Humans, Imaging, Immersive, Language, Language Model, Large language model, large language models, Metadata, Natural Language Processing, Natural language processing systems, Natural languages, procedures, Script generation, Spatio-temporal data, Three dimensional computer graphics, Three-Dimensional, three-dimensional imaging, User-Computer Interface, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Li, K.; Mostajeran, F.; Rings, S.; Kruse, L.; Schmidt, S.; Arz, M.; Wolf, E.; Steinicke, F.
I Hear, See, Speak & Do: Bringing Multimodal Information Processing to Intelligent Virtual Agents for Natural Human-AI Communication Proceedings Article
In: Proc. - IEEE Conf. Virtual Real. 3D User Interfaces Abstr. Workshops, VRW, pp. 1648–1649, Institute of Electrical and Electronics Engineers Inc., 2025, ISBN: 9798331514846 (ISBN).
Abstract | Links | BibTeX | Tags: Artificial intelligence tools, Cloud services, Embodied AI, Embodied artificial intelligence, Extended reality, Human computer interaction, Human-AI Interaction, Human-artificial intelligence interaction, Information processing capability, Intelligent virtual agents, Language Model, Multi-modal information, Virtual agent, Work-flows
@inproceedings{li_i_2025,
title = {I Hear, See, Speak & Do: Bringing Multimodal Information Processing to Intelligent Virtual Agents for Natural Human-AI Communication},
author = {K. Li and F. Mostajeran and S. Rings and L. Kruse and S. Schmidt and M. Arz and E. Wolf and F. Steinicke},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105005146647&doi=10.1109%2FVRW66409.2025.00469&partnerID=40&md5=bffaee22da4891b9faf2ac053efca066},
doi = {10.1109/VRW66409.2025.00469},
isbn = {9798331514846 (ISBN)},
year = {2025},
date = {2025-01-01},
booktitle = {Proc. - IEEE Conf. Virtual Real. 3D User Interfaces Abstr. Workshops, VRW},
pages = {1648–1649},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {In this demo paper, we present an Extended Reality (XR) framework providing a streamlined workflow for creating and interacting with intelligent virtual agents (IVAs) with multimodal information processing capabilities using commercially available artificial intelligence (AI) tools and cloud services such as large language and vision models. The system supports (i) the integration of high-quality, customizable virtual 3D human models for visual representations of IVAs and (ii) multimodal communication with generative AI-driven IVAs in immersive XR, featuring realistic human behavior simulations. Our demo showcases the enormous potential and vast design space of embodied IVAs for various XR applications. © 2025 Elsevier B.V., All rights reserved.},
keywords = {Artificial intelligence tools, Cloud services, Embodied AI, Embodied artificial intelligence, Extended reality, Human computer interaction, Human-AI Interaction, Human-artificial intelligence interaction, Information processing capability, Intelligent virtual agents, Language Model, Multi-modal information, Virtual agent, Work-flows},
pubstate = {published},
tppubtype = {inproceedings}
}
Bosser, A. -G.; Cascarano, P.; Lacoche, J.; Hajahmadi, S.; Stanescu, A.; Sörös, G.
Preface to the First Workshop on GenAI-XR: Generative Artificial Intelligence meets Extended Reality Proceedings Article
In: Proc. - IEEE Conf. Virtual Real. 3D User Interfaces Abstr. Workshops, VRW, pp. 129–130, Institute of Electrical and Electronics Engineers Inc., 2025, ISBN: 9798331514846 (ISBN).
Abstract | Links | BibTeX | Tags: Adaptive environment, Adaptive Environments, Art educations, Artificial Intelligence and Extended Reality Integration, Context-aware systems, Entertainment industry, Extended reality, Immersive, Indexterm: generative artificial intelligence, IndexTerms: Generative Artificial Intelligence, Industry professionals, Innovative method, Personalized interaction, Personalized Interactions
@inproceedings{bosser_preface_2025,
title = {Preface to the First Workshop on GenAI-XR: Generative Artificial Intelligence meets Extended Reality},
author = {A. -G. Bosser and P. Cascarano and J. Lacoche and S. Hajahmadi and A. Stanescu and G. Sörös},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105005161220&doi=10.1109%2FVRW66409.2025.00033&partnerID=40&md5=2d463f32f31df557a5ba291a71ecb6ed},
doi = {10.1109/VRW66409.2025.00033},
isbn = {9798331514846 (ISBN)},
year = {2025},
date = {2025-01-01},
booktitle = {Proc. - IEEE Conf. Virtual Real. 3D User Interfaces Abstr. Workshops, VRW},
pages = {129–130},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {The GenAI-XR workshop aims to explore the intersection of Generative Artificial Intelligence (GenAI) and Extended Reality (XR), examining their combined potential to revolutionize various sectors including entertainment, arts, education, factory work, healthcare, architecture, and others. The workshop will provide a platform for researchers, industry professionals, and practitioners to discuss innovative methods of integrating GenAI into XR environments, enhancing immersive experiences, and personalizing interactions in real time. Through presentation and discussion sessions, participants will gain insights into the latest developments, challenges, and future directions at the intersection of GenAI and XR. © 2025 Elsevier B.V., All rights reserved.},
keywords = {Adaptive environment, Adaptive Environments, Art educations, Artificial Intelligence and Extended Reality Integration, Context-aware systems, Entertainment industry, Extended reality, Immersive, Indexterm: generative artificial intelligence, IndexTerms: Generative Artificial Intelligence, Industry professionals, Innovative method, Personalized interaction, Personalized Interactions},
pubstate = {published},
tppubtype = {inproceedings}
}
Mereu, J.; Artizzu, V.; Carcangiu, A.; Spano, L. D.; Simeoli, L.; Mattioli, A.; Manca, M.; Santoro, C.; Paternò, F.
Empowering End-User in Creating eXtended Reality Content with a Conversational Chatbot Proceedings Article
In: L., Zaina; J.C., Campos; D., Spano; K., Luyten; P., Palanque; G., Veer; A., Ebert; S.R., Humayoun; V., Memmesheimer (Ed.): Lect. Notes Comput. Sci., pp. 126–137, Springer Science and Business Media Deutschland GmbH, 2025, ISBN: 03029743 (ISSN); 978-303191759-2 (ISBN).
Abstract | Links | BibTeX | Tags: Context, End-User Development, End-Users, Event condition action rules, Event-condition-action rules, Extended reality, Immersive authoring, Language Model, Large language model, Meta-design, multimodal input, Multimodal inputs, Virtualization
@inproceedings{mereu_empowering_2025,
title = {Empowering End-User in Creating eXtended Reality Content with a Conversational Chatbot},
author = {J. Mereu and V. Artizzu and A. Carcangiu and L. D. Spano and L. Simeoli and A. Mattioli and M. Manca and C. Santoro and F. Paternò},
editor = {Zaina L. and Campos J.C. and Spano D. and Luyten K. and Palanque P. and Veer G. and Ebert A. and Humayoun S.R. and Memmesheimer V.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105007719800&doi=10.1007%2f978-3-031-91760-8_9&partnerID=40&md5=280b33b96bf2b250e515922072f92204},
doi = {10.1007/978-3-031-91760-8_9},
isbn = {03029743 (ISSN); 978-303191759-2 (ISBN)},
year = {2025},
date = {2025-01-01},
booktitle = {Lect. Notes Comput. Sci.},
volume = {15518 LNCS},
pages = {126–137},
publisher = {Springer Science and Business Media Deutschland GmbH},
abstract = {Recent advancements in eXtended Reality (XR) technologies have found application across diverse domains. However, creating complex interactions within XR environments remains challenging for non-technical users. In this work, we present EUD4XR, a project aiming to: i) empower end-user developers (EUDevs) to customize XR environments by supporting virtual objects and physical devices; ii) involve an intelligent conversational agent which assists the user in defining behaviours. The agent can handle multimodal input, to drive the EUDev during the rule authoring process, using contextual knowledge of the virtual environment and its elements. By integrating conversational assistance, EUD4XR seeks to lower further the usage barriers for end-users to personalize XR experiences according to their needs. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.},
keywords = {Context, End-User Development, End-Users, Event condition action rules, Event-condition-action rules, Extended reality, Immersive authoring, Language Model, Large language model, Meta-design, multimodal input, Multimodal inputs, Virtualization},
pubstate = {published},
tppubtype = {inproceedings}
}
Carcangiu, A.; Manca, M.; Mereu, J.; Santoro, C.; Simeoli, L.; Spano, L. D.
Conversational Rule Creation in XR: User’s Strategies in VR and AR Automation Proceedings Article
In: C., Santoro; A., Schmidt; M., Matera; A., Bellucci (Ed.): Lect. Notes Comput. Sci., pp. 59–79, Springer Science and Business Media Deutschland GmbH, 2025, ISBN: 03029743 (ISSN); 978-303195451-1 (ISBN).
Abstract | Links | BibTeX | Tags: 'current, Automation, Chatbots, Condition, End-User Development, Extended reality, Human computer interaction, Immersive authoring, Language Model, Large language model, large language models, Rule, Rule-based approach, rules, User interfaces
@inproceedings{carcangiu_conversational_2025,
title = {Conversational Rule Creation in XR: User’s Strategies in VR and AR Automation},
author = {A. Carcangiu and M. Manca and J. Mereu and C. Santoro and L. Simeoli and L. D. Spano},
editor = {Santoro C. and Schmidt A. and Matera M. and Bellucci A.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105009012634&doi=10.1007%2f978-3-031-95452-8_4&partnerID=40&md5=67e2b8ca4bb2b508cd41548e3471705b},
doi = {10.1007/978-3-031-95452-8_4},
isbn = {03029743 (ISSN); 978-303195451-1 (ISBN)},
year = {2025},
date = {2025-01-01},
booktitle = {Lect. Notes Comput. Sci.},
volume = {15713 LNCS},
pages = {59–79},
publisher = {Springer Science and Business Media Deutschland GmbH},
abstract = {Rule-based approaches allow users to customize XR environments. However, the current menu-based interfaces still create barriers for end-user developers. Chatbots based on Large Language Models (LLMs) have the potential to reduce the threshold needed for rule creation, but how users articulate their intentions through conversation remains under-explored. This work investigates how users express event-condition-action automation rules in Virtual Reality (VR) and Augmented Reality (AR) environments. Through two user studies, we show that the dialogues share consistent strategies across the interaction setting (keywords, difficulties in expressing conditions, task success), even if we registered different adaptations for each setting (verbal structure, event vs action first rules). Our findings are relevant for the design and implementation of chatbot-based support for expressing automations in an XR setting. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.},
keywords = {'current, Automation, Chatbots, Condition, End-User Development, Extended reality, Human computer interaction, Immersive authoring, Language Model, Large language model, large language models, Rule, Rule-based approach, rules, User interfaces},
pubstate = {published},
tppubtype = {inproceedings}
}
Mereu, J.
Using LLMs to enhance end-user development support in XR Proceedings Article
In: V., Paneva; D., Tetteroo; V., Frau; S., Feger; D., Spano; F., Paterno; S., Sauer; M., Manca (Ed.): CEUR Workshop Proc., CEUR-WS, 2025, ISBN: 16130073 (ISSN).
Abstract | Links | BibTeX | Tags: Artificial intelligence, Condition, Configuration, Development support, Development technique, End-User Development, End-Users, Event-condition-action, Event-Condition-Actions, Extended reality, Human computer interaction, Information Systems, Information use, Natural Language, Natural language processing systems, Natural languages, Rule, rules
@inproceedings{mereu_using_2025,
title = {Using LLMs to enhance end-user development support in XR},
author = {J. Mereu},
editor = {Paneva V. and Tetteroo D. and Frau V. and Feger S. and Spano D. and Paterno F. and Sauer S. and Manca M.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105008755984&partnerID=40&md5=bfaaa38c3bee309621426f8f35332107},
isbn = {16130073 (ISSN)},
year = {2025},
date = {2025-01-01},
booktitle = {CEUR Workshop Proc.},
volume = {3978},
publisher = {CEUR-WS},
abstract = {This paper outlines the center stage of my PhD research, which aims to empower non-developer users to create and customize eXtended Reality (XR) environments through End-User Development (EUD) techniques combined with the latest AI tools. In particular, I describe my contributions to the EUD4XR project, detailing both the work completed and the ongoing developments. EUD4XR seeks to support end-users in customizing XR content with the assistance of a Large Language Model (LLM)-based conversational agent. © 2025 Copyright for this paper by its authors.},
keywords = {Artificial intelligence, Condition, Configuration, Development support, Development technique, End-User Development, End-Users, Event-condition-action, Event-Condition-Actions, Extended reality, Human computer interaction, Information Systems, Information use, Natural Language, Natural language processing systems, Natural languages, Rule, rules},
pubstate = {published},
tppubtype = {inproceedings}
}
Fu, J.; Grierson, M.; Jiang, R.; Fu, S.; He, M.; Xu, M.
In: Frontiers in Computer Science, vol. 7, 2025, ISSN: 26249898 (ISSN), (Publisher: Frontiers Media SA).
Abstract | Links | BibTeX | Tags: 3D content creation, Apple Vision Pro, Extended reality, immersive environment generation, Multimodal Interaction, Spatial computing
@article{fu_interface_2025,
title = {Interface design and interaction optimization for spatial computing 3D content creation and immersive environment generation using Apple Vision Pro},
author = {J. Fu and M. Grierson and R. Jiang and S. Fu and M. He and M. Xu},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105012972643&doi=10.3389%2Ffcomp.2025.1591289&partnerID=40&md5=8afc76162a44d215faaeda38511daefe},
doi = {10.3389/fcomp.2025.1591289},
issn = {26249898 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {Frontiers in Computer Science},
volume = {7},
abstract = {Traditional 3D content creation paradigms present significant barriers to meaningful creative expression in XR environments, limiting designers' ability to iterate fluidly between conceptual thinking and spatial implementation. Current tools often disconnect the designer's creative thought process from the immersive context where their work will be experienced, creating a gap between design intention and spatial realization. This disconnect particularly impacts the iterative cycles fundamental to effective design thinking, where creators need to rapidly externalize, test, and refine concepts within their intended spatial context. This research addresses the need for more intuitive, context-aware creation systems that support the iterative nature of creative cognition in immersive environments. We developed Dream Space, a spatial computing system that bridges this gap by enabling designers to think, create, and iterate directly within XR contexts. The system leverages generative AI for rapid prototyping of 3D content and environments, allowing designers to externalize and test creative concepts without breaking their cognitive flow. Through multimodal interaction design utilizing Vision Pro's spatial computing capabilities, creators can manipulate virtual artifacts through natural gestures and gaze, supporting the fluid iteration cycles characteristic of established design thinking frameworks. A mixed-methods evaluation with 20 participants from diverse creative backgrounds demonstrated that spatial computing-based creation paradigms significantly reduce cognitive load in the design process. The system enabled even novice users to complete complex creative tasks within 20-30 minutes, with real-time feedback mechanisms supporting rapid iteration between ideation and implementation. Participants reported enhanced creative flow and reduced technical barriers compared to traditional 3D creation tools. This research contributes to understanding how XR interfaces can better support creative cognition and iterative design processes, offering insights for developing tools that enhance rather than hinder the natural flow of creative thinking in immersive environments. © 2025 Elsevier B.V., All rights reserved.},
note = {Publisher: Frontiers Media SA},
keywords = {3D content creation, Apple Vision Pro, Extended reality, immersive environment generation, Multimodal Interaction, Spatial computing},
pubstate = {published},
tppubtype = {article}
}
Tomkou, D.; Fatouros, G.; Andreou, A.; Makridis, G.; Liarokapis, F.; Dardanis, D.; Kiourtis, A.; Soldatos, J.; Kyriazis, D.
Bridging Industrial Expertise and XR with LLM-Powered Conversational Agents Proceedings Article
In: pp. 1050–1056, Institute of Electrical and Electronics Engineers Inc., 2025, ISBN: 9798331543723 (ISBN).
Abstract | Links | BibTeX | Tags: Air navigation, Conversational Agents, Conversational AI, Embeddings, Engineering education, Extended reality, Knowledge Management, Knowledge transfer, Language Model, Large language model, large language models, Personnel training, Remote Assistance, Retrieval-Augmented Generation, Robotics, Semantics, Smart manufacturing
@inproceedings{tomkou_bridging_2025,
title = {Bridging Industrial Expertise and XR with LLM-Powered Conversational Agents},
author = {D. Tomkou and G. Fatouros and A. Andreou and G. Makridis and F. Liarokapis and D. Dardanis and A. Kiourtis and J. Soldatos and D. Kyriazis},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105013837767&doi=10.1109%2FDCOSS-IoT65416.2025.00158&partnerID=40&md5=45e35086d8be9d3e16afeade6598d238},
doi = {10.1109/DCOSS-IoT65416.2025.00158},
isbn = {9798331543723 (ISBN)},
year = {2025},
date = {2025-01-01},
pages = {1050–1056},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {This paper introduces a novel integration of Retrieval-Augmented Generation (RAG) enhanced Large Language Models (LLMs) with Extended Reality (XR) technologies to address knowledge transfer challenges in industrial environments. The proposed system embeds domain-specific industrial knowledge into XR environments through a natural language interface, enabling hands-free, context-aware expert guidance for workers. We present the architecture of the proposed system consisting of an LLM Chat Engine with dynamic tool orchestration and an XR application featuring voice-driven interaction. Performance evaluation of various chunking strategies, embedding models, and vector databases reveals that semantic chunking, balanced embedding models, and efficient vector stores deliver optimal performance for industrial knowledge retrieval. The system's potential is demonstrated through early implementation in multiple industrial use cases, including robotic assembly, smart infrastructure maintenance, and aerospace component servicing. Results indicate potential for enhancing training efficiency, remote assistance capabilities, and operational guidance in alignment with Industry 5.0's human-centric and resilient approach to industrial development. © 2025 Elsevier B.V., All rights reserved.},
keywords = {Air navigation, Conversational Agents, Conversational AI, Embeddings, Engineering education, Extended reality, Knowledge Management, Knowledge transfer, Language Model, Large language model, large language models, Personnel training, Remote Assistance, Retrieval-Augmented Generation, Robotics, Semantics, Smart manufacturing},
pubstate = {published},
tppubtype = {inproceedings}
}
Paterakis, I.; Manoudaki, N.
Osmosis: Generative AI and XR for the real-time transformation of urban architectural environments Journal Article
In: International Journal of Architectural Computing, 2025, ISSN: 14780771 (ISSN), (Publisher: SAGE Publications Inc.).
Abstract | Links | BibTeX | Tags: Architectural design, Architectural environment, Artificial intelligence, Biodigital design, Case-studies, Computational architecture, Computer architecture, Extended reality, generative artificial intelligence, Immersive, Immersive environment, immersive environments, Natural language processing systems, Real- time, Urban environments, urban planning
@article{paterakis_osmosis_2025,
title = {Osmosis: Generative AI and XR for the real-time transformation of urban architectural environments},
author = {I. Paterakis and N. Manoudaki},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105014516125&doi=10.1177%2F14780771251356526&partnerID=40&md5=4bbcb09440d91899cb7d2d5d0c852507},
doi = {10.1177/14780771251356526},
issn = {14780771 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {International Journal of Architectural Computing},
abstract = {This work contributes to the evolving discourse on biodigital architecture by examining how generative artificial intelligence (AI) and extended reality (XR) systems can be combined to create immersive urban environments. Focusing on the case study of “Osmosis”, a series of large-scale public installations, this work proposes a methodological framework for real-time architectural composition in XR using diffusion models and interaction. The project reframes the architectural façade as a semi permeable membrane, through which digital content diffuses in response to environmental and user inputs. By integrating natural language prompts, multimodal input, and AI-generated visual synthesis with projection mapping, Osmosis advances a vision for urban architecture that is interactive, data-driven, and sensorially rich. The work explores new design territories where stochastic form-making and real-time responsiveness intersect, and positions AI as an augmentation of architectural creativity rather than its replacement. © 2025 Elsevier B.V., All rights reserved.},
note = {Publisher: SAGE Publications Inc.},
keywords = {Architectural design, Architectural environment, Artificial intelligence, Biodigital design, Case-studies, Computational architecture, Computer architecture, Extended reality, generative artificial intelligence, Immersive, Immersive environment, immersive environments, Natural language processing systems, Real- time, Urban environments, urban planning},
pubstate = {published},
tppubtype = {article}
}
Alex, G.
Leveraging Large Language Models for Automated XR Instructional Content Generation Proceedings Article
In: Institute of Electrical and Electronics Engineers Inc., 2025, ISBN: 9798331585341 (ISBN).
Abstract | Links | BibTeX | Tags: Artificial intelligence, Authoring Tool, Case-studies, Engineering education, Extended reality, IEEE Standards, Language Model, Large language model, Learning systems, Ontology, Ontology's, Simple++
@inproceedings{alex_leveraging_2025,
title = {Leveraging Large Language Models for Automated XR Instructional Content Generation},
author = {G. Alex},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105015398440&doi=10.1109%2FICE%2FITMC65658.2025.11106622&partnerID=40&md5=c125d3b7e58cfff4c24a9b15bb615912},
doi = {10.1109/ICE/ITMC65658.2025.11106622},
isbn = {9798331585341 (ISBN)},
year = {2025},
date = {2025-01-01},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {This paper presents a study in which authors examine the potential of leveraging large language models to generate instructional content for eXtended Reality environments. Considering the IEEE ARLEM standard as a framework for structuring data, it could be integrated and interpreted by existing authoring tools. In terms of methods, authors have adopted an exploratory approach in testing various strategies. A case study focusing on the use of an eXtended Reality authoring tool for teaching operating procedures is presented. Finally, this exploratory work shows that while simple prompts can produce scenarios with satisfactory quality, imposing a structured schema through more complex prompts leads to less reliable outcomes. © 2025 Elsevier B.V., All rights reserved.},
keywords = {Artificial intelligence, Authoring Tool, Case-studies, Engineering education, Extended reality, IEEE Standards, Language Model, Large language model, Learning systems, Ontology, Ontology's, Simple++},
pubstate = {published},
tppubtype = {inproceedings}
}
Suzuki, R.; Abtahi, P.; Zhu-Tian, C.; Dogan, M. D.; Colaço, A.; Gonzalez, E. J.; Ahuja, K.; González-Franco, M.
Programmable reality Journal Article
In: Frontiers in Virtual Reality, vol. 6, 2025, ISSN: 26734192 (ISSN), (Publisher: Frontiers Media SA).
Abstract | Links | BibTeX | Tags: Artificial intelligence, Augmented Reality, Extended reality, generative artificial intelligence, Virtual Reality
@article{suzuki_programmable_2025,
title = {Programmable reality},
author = {R. Suzuki and P. Abtahi and C. Zhu-Tian and M. D. Dogan and A. Colaço and E. J. Gonzalez and K. Ahuja and M. González-Franco},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105018040602&doi=10.3389%2Ffrvir.2025.1649785&partnerID=40&md5=798661abad02a17f4663f766918b8809},
doi = {10.3389/frvir.2025.1649785},
issn = {26734192 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {Frontiers in Virtual Reality},
volume = {6},
abstract = {Innovations in spatial computing and artificial intelligence (AI) are making it possible to overlay dynamic, interactive digital elements on the physical world. Soon, every object might have a real-time digital twin, enabling the “Internet of Things” so as to identify and interact with even unconnected items. This programmable reality would enable computational manipulation of the world around us through alteration of its appearance or functionality, similar to software, but for reality itself. Advances in AI language models have enabled zero-shot segmentation and understanding of the world, making it possible to query and manipulate objects with precision. However, this vision also demands natural and intuitive ways for humans to interact with these models through gestures, gaze, and existing devices. Augmented reality (AR) provides the ideal bridge between AI output and human input in the physical world. Moreover, diffusion models and physics simulations offer exciting possibilities for content generation and editing, allowing us to transform everyday activities into extraordinary experiences. As AR devices become ubiquitous and indistinguishable from reality, these technologies blur the lines between reality and simulations. This raises profound questions about how we perceive and experience the world while having implications for memory, learning, and even behavior. Programmable reality enabled by AR and AI has vast potential to reshape our relationships with the digital realm, ultimately making it an extension of the physical realm. © 2025 Elsevier B.V., All rights reserved.},
note = {Publisher: Frontiers Media SA},
keywords = {Artificial intelligence, Augmented Reality, Extended reality, generative artificial intelligence, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Li, Y.; Wang, S.; Sun, X.; Yang, L.; Zhu, T.; Chen, Y.; Zhao, K.; Zhao, Y.; Li, M.; Lc, R.
In: International Journal of Human-Computer Interaction, 2025, ISSN: 10447318 (ISSN); 15327590 (ISSN), (Publisher: Taylor and Francis Ltd.).
Abstract | Links | BibTeX | Tags: Across time, Artificial intelligence, Computer interaction, Cultural heritages, Design and evaluations, Extended reality, Generative AI, Hong-kong, Human computer interaction, human–computer interaction, Immersive, Mixed reality, TeleAbsence, Urban cultural heritage narrative, Urban cultural heritage narratives
@article{li_reality_2025,
title = {Reality as Imagined: Design and Evaluation of a TeleAbsence-Driven Extended Reality Experience for (Re) Interpreting Urban Cultural Heritage Narratives Across Time},
author = {Y. Li and S. Wang and X. Sun and L. Yang and T. Zhu and Y. Chen and K. Zhao and Y. Zhao and M. Li and R. Lc},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105016721876&doi=10.1080%2F10447318.2025.2554296&partnerID=40&md5=1ecd1a643f4ba85ae08d549db04a8c9b},
doi = {10.1080/10447318.2025.2554296},
issn = {10447318 (ISSN); 15327590 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {International Journal of Human-Computer Interaction},
abstract = {Visitors to Urban Cultural Heritage (UCH) often encounter official narratives but not the imaginations and relationships shaping its intangible aspects. Existing immersive experiences emphasize historical realities, overlooking personal and collective imaginations that shift with rapid development. To address this, we designed an Extended Reality (XR) experience around eight Hong Kong landmarks, enabling transitions between virtual and mixed-reality environments where users explore UCH narratives across past, present, and future. These narratives integrate (1) historical documentation with 360° visualizations and (2) images created in workshops supported by Generative AI tools. A mixed-method study with 24 participants examined their experiences and reflections. Results revealed deep immersion in both real and imagined worlds, as well as personal reinterpretations of UCH. This work demonstrates how XR can blend reality and imagination within one immersive experience and highlights design implications for archiving human imagination as an intangible form of cultural heritage. © 2025 Elsevier B.V., All rights reserved.},
note = {Publisher: Taylor and Francis Ltd.},
keywords = {Across time, Artificial intelligence, Computer interaction, Cultural heritages, Design and evaluations, Extended reality, Generative AI, Hong-kong, Human computer interaction, human–computer interaction, Immersive, Mixed reality, TeleAbsence, Urban cultural heritage narrative, Urban cultural heritage narratives},
pubstate = {published},
tppubtype = {article}
}
Espinal, W. Y. Arevalo; Jimenéz, J.; Corneo, L.
An eXtended Reality Data Transformation Framework for Internet of Things Devices Integration Proceedings Article
In: IoT - Proc. Int. Conf. Internet Things, pp. 10–18, Association for Computing Machinery, Inc, 2025, ISBN: 9798400712852 (ISBN).
Abstract | Links | BibTeX | Tags: Application programs, Comprehensive evaluation, Data integration, Data Transformation, Device and Data Integration, Devices integration, Extended reality, Generative AI, Interactive objects, Internet of Things, Language Model, Software runtime, Time-consuming tasks
@inproceedings{arevalo_espinal_extended_2025,
title = {An eXtended Reality Data Transformation Framework for Internet of Things Devices Integration},
author = {W. Y. Arevalo Espinal and J. Jimenéz and L. Corneo},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105002862430&doi=10.1145%2F3703790.3703792&partnerID=40&md5=d83d2a45bb9b44f277e681acb15c5c07},
doi = {10.1145/3703790.3703792},
isbn = {9798400712852 (ISBN)},
year = {2025},
date = {2025-01-01},
booktitle = {IoT - Proc. Int. Conf. Internet Things},
pages = {10–18},
publisher = {Association for Computing Machinery, Inc},
abstract = {The multidisciplinary nature of XR applications makes device and data integration a resource-intensive and time-consuming task, especially in the context of the Internet of Things (IoT). This paper presents Visualize Interactive Objects, VIO for short, a data transformation framework aimed at simplifying visualization and interaction of IoT devices and their data into XR applications. VIO comprises a software runtime (VRT) running on XR headsets, and a JSON-based syntax for defining VIO Descriptions (VDs). The VRT interprets VDs to facilitate visualization and interaction within the application. By raising the level of abstraction, VIO enhances interoperability among XR experiences and enables developers to integrate IoT data with minimal coding effort. A comprehensive evaluation demonstrated that VIO is lightweight, incurring in negligible overhead compared to native implementations. Ten Large Language Models (LLM) were used to generate VDs and native source-code from user intents. The results showed that LLMs have superior syntactical and semantical accuracy in generating VDs compared to native XR application development code, thus indicating that the task of creating VDs can be effectively automated using LLMs. Additionally, a user study with 12 participants found that VIO is developer-friendly and easily extensible. © 2025 Elsevier B.V., All rights reserved.},
keywords = {Application programs, Comprehensive evaluation, Data integration, Data Transformation, Device and Data Integration, Devices integration, Extended reality, Generative AI, Interactive objects, Internet of Things, Language Model, Software runtime, Time-consuming tasks},
pubstate = {published},
tppubtype = {inproceedings}
}
Tang, M.; Nikolaenko, M.; Alrefai, A.; Kumar, A.
Metaverse and Digital Twins in the Age of AI and Extended Reality Journal Article
In: Architecture, vol. 5, no. 2, 2025, ISSN: 26738945 (ISSN), (Publisher: Multidisciplinary Digital Publishing Institute (MDPI)).
Abstract | Links | BibTeX | Tags: AI, digital twin, Extended reality, Metaverse
@article{tang_metaverse_2025,
title = {Metaverse and Digital Twins in the Age of AI and Extended Reality},
author = {M. Tang and M. Nikolaenko and A. Alrefai and A. Kumar},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105008903949&doi=10.3390%2Farchitecture5020036&partnerID=40&md5=41eb293a38d18d1151b4973ea0993824},
doi = {10.3390/architecture5020036},
issn = {26738945 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {Architecture},
volume = {5},
number = {2},
abstract = {This paper explores the evolving relationship between Digital Twins (DT) and the Metaverse, two foundational yet often conflated digital paradigms in digital architecture. While DTs function as mirrored models of real-world systems—integrating IoT, BIM, and real-time analytics to support decision-making—Metaverses are typically fictional, immersive, multi-user environments shaped by social, cultural, and speculative narratives. Through several research projects, the team investigate the divergence between DTs and Metaverses through the lens of their purpose, data structure, immersion, and interactivity, while highlighting areas of convergence driven by emerging technologies in Artificial Intelligence (AI) and Extended Reality (XR).This study aims to investigate the convergence of DTs and the Metaverse in digital architecture, examining how emerging technologies—such as AI, XR, and Large Language Models (LLMs)—are blurring their traditional boundaries. By analyzing their divergent purposes, data structures, and interactivity modes, as well as hybrid applications (e.g., data-integrated virtual environments and AI-driven collaboration), this study seeks to define the opportunities and challenges of this integration for architectural design, decision-making, and immersive user experiences. Our research spans multiple projects utilizing XR and AI to develop DT and the Metaverse. The team assess the capabilities of AI in DT environments, such as reality capture and smart building management. Concurrently, the team evaluates metaverse platforms for online collaboration and architectural education, focusing on features facilitating multi-user engagement. The paper presents evaluations of various virtual environment development pipelines, comparing traditional BIM+IoT workflows with novel approaches such as Gaussian Splatting and generative AI for content creation. The team further explores the integration of Large Language Models (LLMs) in both domains, such as virtual agents or LLM-powered Non-Player-Controlled Characters (NPC), enabling autonomous interaction and enhancing user engagement within spatial environments. Finally, the paper argues that DTs and Metaverse’s once-distinct boundaries are becoming increasingly porous. Hybrid digital spaces—such as virtual buildings with data-integrated twins and immersive, social metaverses—demonstrate this convergence. As digital environments mature, architects are uniquely positioned to shape these dual-purpose ecosystems, leveraging AI, XR, and spatial computing to fuse data-driven models with immersive and user-centered experiences. © 2025 Elsevier B.V., All rights reserved.},
note = {Publisher: Multidisciplinary Digital Publishing Institute (MDPI)},
keywords = {AI, digital twin, Extended reality, Metaverse},
pubstate = {published},
tppubtype = {article}
}
Gianni, A. M.; Nikolakis, N.; Antoniadis, N.
An LLM based learning framework for adaptive feedback mechanisms in gamified XR Journal Article
In: Computers and Education: X Reality, vol. 7, 2025, ISSN: 29496780 (ISSN), (Publisher: Elsevier B.V.).
Abstract | Links | BibTeX | Tags: Adaptive Learning, Artificial intelligence, Extended reality, Gamification, Personalized feedback
@article{gianni_llm_2025,
title = {An LLM based learning framework for adaptive feedback mechanisms in gamified XR},
author = {A. M. Gianni and N. Nikolakis and N. Antoniadis},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105015425040&doi=10.1016%2Fj.cexr.2025.100116&partnerID=40&md5=998fa7ee14d83b931673309dc82e31ab},
doi = {10.1016/j.cexr.2025.100116},
issn = {29496780 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {Computers and Education: X Reality},
volume = {7},
abstract = {Rapid technological advancements present challenges in computer science education, as traditional instructional approaches often fail to maintain learner engagement or adapt effectively to diverse learning needs. To address these limitations, this study proposes an innovative adaptive learning framework integrating real-time feedback from large language models (LLMs), personalized learning via model-agnostic meta-learning (MAML), and game-theoretic incentives in an immersive XR environment. Learners are modeled as strategic agents whose individual and collaborative behaviors dynamically align with course objectives. Preliminary evaluation in a real-world computer science course demonstrated a 22 % increase in student-reported motivation and over 40 % fewer task retries compared to a traditional digital baseline. These early findings highlight the framework's practical potential to significantly enhance engagement, personalization, and effectiveness in technical education. © 2025 Elsevier B.V., All rights reserved.},
note = {Publisher: Elsevier B.V.},
keywords = {Adaptive Learning, Artificial intelligence, Extended reality, Gamification, Personalized feedback},
pubstate = {published},
tppubtype = {article}
}
2024
Clocchiatti, A.; Fumero, N.; Soccini, A. M.
Character Animation Pipeline based on Latent Diffusion and Large Language Models Proceedings Article
In: Proc. - IEEE Int. Conf. Artif. Intell. Ext. Virtual Real., AIxVR, pp. 398–405, Institute of Electrical and Electronics Engineers Inc., 2024, ISBN: 9798350372021 (ISBN).
Abstract | Links | BibTeX | Tags: Animation, Animation pipeline, Artificial intelligence, Augmented Reality, Character animation, Computational Linguistics, Computer animation, Deep learning, Diffusion, E-Learning, Extended reality, Film production, Generative art, Language Model, Learning systems, Learning techniques, Natural language processing systems, Pipelines, Production pipelines, Virtual Reality
@inproceedings{clocchiatti_character_2024,
title = {Character Animation Pipeline based on Latent Diffusion and Large Language Models},
author = {A. Clocchiatti and N. Fumero and A. M. Soccini},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85187217072&doi=10.1109%2FAIxVR59861.2024.00067&partnerID=40&md5=c51a20d28df6b65ef2587a75aadafae4},
doi = {10.1109/AIxVR59861.2024.00067},
isbn = {9798350372021 (ISBN)},
year = {2024},
date = {2024-01-01},
booktitle = {Proc. - IEEE Int. Conf. Artif. Intell. Ext. Virtual Real., AIxVR},
pages = {398–405},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {Artificial intelligence and deep learning techniques are revolutionizing the film production pipeline. The majority of the current screenplay-to-animation pipelines focus on understanding the screenplay through natural language processing techniques, and on the generation of the animation through custom engines, missing the possibility to customize the characters. To address these issues, we propose a high-level pipeline for generating 2D characters and animations starting from screenplays, through a combination of Latent Diffusion Models and Large Language Models. Our approach uses ChatGPT to generate character descriptions starting from the screenplay. Then, using that data, it generates images of custom characters with Stable Diffusion and animates them according to their actions in different scenes. The proposed approach avoids well-known problems in generative AI tools such as temporal inconsistency and lack of control on the outcome. The results suggest that the pipeline is consistent and reliable, benefiting industries ranging from film production to virtual, augmented and extended reality content creation. © 2024 Elsevier B.V., All rights reserved.},
keywords = {Animation, Animation pipeline, Artificial intelligence, Augmented Reality, Character animation, Computational Linguistics, Computer animation, Deep learning, Diffusion, E-Learning, Extended reality, Film production, Generative art, Language Model, Learning systems, Learning techniques, Natural language processing systems, Pipelines, Production pipelines, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
Samson, J.; Lameras, P.; Taylor, N.; Kneafsey, R.
Fostering a Co-creation Process for the Development of an Extended Reality Healthcare Education Resource Proceedings Article
In: M.E., Auer; T., Tsiatsos (Ed.): Lect. Notes Networks Syst., pp. 205–212, Springer Science and Business Media Deutschland GmbH, 2024, ISBN: 23673370 (ISSN); 978-303156074-3 (ISBN).
Abstract | Links | BibTeX | Tags: Artificial intelligence, Co-creation, Creation process, Diagnosis, Education computing, Education resource, Extended reality, Health care education, Hospitals, Immersive, Inter professionals, Interprofessional Healthcare Education, Software products, Students, Virtual patients
@inproceedings{samson_fostering_2024,
title = {Fostering a Co-creation Process for the Development of an Extended Reality Healthcare Education Resource},
author = {J. Samson and P. Lameras and N. Taylor and R. Kneafsey},
editor = {Auer M.E. and Tsiatsos T.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85189759614&doi=10.1007%2f978-3-031-56075-0_20&partnerID=40&md5=6ae832882a2e224094c1beb81c925333},
doi = {10.1007/978-3-031-56075-0_20},
isbn = {23673370 (ISSN); 978-303156074-3 (ISBN)},
year = {2024},
date = {2024-01-01},
booktitle = {Lect. Notes Networks Syst.},
volume = {937 LNNS},
pages = {205–212},
publisher = {Springer Science and Business Media Deutschland GmbH},
abstract = {The aim of this research is to create an immersive healthcare education resource using an extended reality (XR) platform. This platform leverages an existing software product, incorporating virtual patients with conversational capabilities driven by artificial intelligence (AI). The initial stage produced an early prototype focused on assessing an elderly virtual patient experiencing frailty. This scenario encompasses the hospital admission to post-discharge care at home, involving various healthcare professionals such as paramedics, emergency clinicians, diagnostic radiographers, geriatricians, physiotherapists, occupational therapists, nurses, operating department practitioners, dietitians, and social workers. The plan moving forward is to refine and expand this prototype through a co-creation with diverse stakeholders. The refinement process will include the introduction of updated scripts into the standard AI model. Furthermore, these scripts will be tested against a new hybrid model that combines generative AI. Ultimately, this resource will be co-designed to create a learning activity tailored for occupational therapy and physiotherapy students. This activity will undergo testing with a cohort of students, and the outcomes of this research are expected to inform the future development of interprofessional virtual simulated placements (VSPs). These placements will complement traditional clinical learning experiences, offering students an immersive environment to enhance their skills and knowledge in the healthcare field. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2024.},
keywords = {Artificial intelligence, Co-creation, Creation process, Diagnosis, Education computing, Education resource, Extended reality, Health care education, Hospitals, Immersive, Inter professionals, Interprofessional Healthcare Education, Software products, Students, Virtual patients},
pubstate = {published},
tppubtype = {inproceedings}
}
Sahebnasi, M. J.; Farrokhimaleki, M.; Wang, N.; Zhao, R.; Maurer, F.
Exploring the Potential of Generative AI in Prototyping XR Applications Proceedings Article
In: N., Wang; A., Bellucci; C., Anthes; P., Daeijavad; J., Friedl-Knirsch; F., Maurer; F., Pointecker; L.D., Spano (Ed.): CEUR Workshop Proc., CEUR-WS, 2024, ISBN: 16130073 (ISSN).
Abstract | Links | BibTeX | Tags: AI techniques, Extended reality, generative artificial intelligence, Prototyping, Prototyping process, Scene composition, Software prototyping, State of the art
@inproceedings{sahebnasi_exploring_2024,
title = {Exploring the Potential of Generative AI in Prototyping XR Applications},
author = {M. J. Sahebnasi and M. Farrokhimaleki and N. Wang and R. Zhao and F. Maurer},
editor = {Wang N. and Bellucci A. and Anthes C. and Daeijavad P. and Friedl-Knirsch J. and Maurer F. and Pointecker F. and Spano L.D.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85196093148&partnerID=40&md5=a6264c6add18b5cd0ff99a0d3b25b822},
isbn = {16130073 (ISSN)},
year = {2024},
date = {2024-01-01},
booktitle = {CEUR Workshop Proc.},
volume = {3704},
publisher = {CEUR-WS},
abstract = {This paper presents the initial stage of our research to develop a novel approach to streamline the prototyping of Extended Reality applications using generative AI models. We introduce a tool that leverages state-of-the-art generative AI techniques to facilitate the prototyping process, including 3D asset generation and scene composition. The tool allows users to verbally articulate their prototypes, which are then generated by an AI model. We aim to make the development of XR applications more efficient by empowering the designers to gather early feedback from users through rapidly developed prototypes. © 2024 Copyright for this paper by its authors.},
keywords = {AI techniques, Extended reality, generative artificial intelligence, Prototyping, Prototyping process, Scene composition, Software prototyping, State of the art},
pubstate = {published},
tppubtype = {inproceedings}
}
Artizzu, V.; Carcangiu, A.; Manca, M.; Mattioli, A.; Mereu, J.; Paternò, F.; Santoro, C.; Simeoli, L.; Spano, L. D.
End-User Development for eXtended Reality using a multimodal Intelligent Conversational Agent Proceedings Article
In: N., Wang; A., Bellucci; C., Anthes; P., Daeijavad; J., Friedl-Knirsch; F., Maurer; F., Pointecker; L.D., Spano (Ed.): CEUR Workshop Proc., CEUR-WS, 2024, ISBN: 16130073 (ISSN).
Abstract | Links | BibTeX | Tags: Condition, Context, End-User Development, Event-condition-action, Extended reality, Immersive authoring, Language Model, Large language model, Meta-design, multimodal input, Multimodal inputs, Rule, rules, User interfaces
@inproceedings{artizzu_end-user_2024,
title = {End-User Development for eXtended Reality using a multimodal Intelligent Conversational Agent},
author = {V. Artizzu and A. Carcangiu and M. Manca and A. Mattioli and J. Mereu and F. Paternò and C. Santoro and L. Simeoli and L. D. Spano},
editor = {Wang N. and Bellucci A. and Anthes C. and Daeijavad P. and Friedl-Knirsch J. and Maurer F. and Pointecker F. and Spano L.D.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85196077262&partnerID=40&md5=3d5f022f30a1f0e3e5e81133d07823b5},
isbn = {16130073 (ISSN)},
year = {2024},
date = {2024-01-01},
booktitle = {CEUR Workshop Proc.},
volume = {3704},
publisher = {CEUR-WS},
abstract = {In the past years, both the research community and commercial products have proposed various solutions aiming to support end-user developers (EUDevs), namely users without extensive programming skills, to build and customize XR experiences. However, current tools may not fully eliminate the potential for user errors or misunderstandings. In this paper, we present EUD4XR, a methodology consisting of an intelligent conversational agent to provide contextual help, to EUDevs, during the authoring process. The key characteristics of this agent are its multimodality, comprehending the user’s voice, gaze, and pointing, combined with the environment status. Moreover, the agent could also demonstrate concepts, suggest components, and help explain errors further to reduce misunderstandings for end-user developers of VR/XR. © 2024 Copyright for this paper by its authors.},
keywords = {Condition, Context, End-User Development, Event-condition-action, Extended reality, Immersive authoring, Language Model, Large language model, Meta-design, multimodal input, Multimodal inputs, Rule, rules, User interfaces},
pubstate = {published},
tppubtype = {inproceedings}
}
Kapadia, N.; Gokhale, S.; Nepomuceno, A.; Cheng, W.; Bothwell, S.; Mathews, M.; Shallat, J. S.; Schultz, C.; Gupta, A.
Evaluation of Large Language Model Generated Dialogues for an AI Based VR Nurse Training Simulator Proceedings Article
In: J.Y.C., Chen; G., Fragomeni (Ed.): Lect. Notes Comput. Sci., pp. 200–212, Springer Science and Business Media Deutschland GmbH, 2024, ISBN: 03029743 (ISSN); 978-303161040-0 (ISBN).
Abstract | Links | BibTeX | Tags: Bard, ChatGPT, ClaudeAI, Clinical research, Computational Linguistics, Dialogue Generation, Dialogue generations, Education computing, Extended reality, Health care education, Healthcare Education, Language Model, Language processing, Large language model, large language models, Natural Language Processing, Natural language processing systems, Natural languages, Nurse Training Simulation, Nursing, Patient avatar, Patient Avatars, Semantics, Students, Training simulation, Virtual Reality
@inproceedings{kapadia_evaluation_2024,
title = {Evaluation of Large Language Model Generated Dialogues for an AI Based VR Nurse Training Simulator},
author = {N. Kapadia and S. Gokhale and A. Nepomuceno and W. Cheng and S. Bothwell and M. Mathews and J. S. Shallat and C. Schultz and A. Gupta},
editor = {Chen J.Y.C. and Fragomeni G.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85196200653&doi=10.1007%2f978-3-031-61041-7_13&partnerID=40&md5=8890a8d0c289fdf6e7ab82e105249097},
doi = {10.1007/978-3-031-61041-7_13},
isbn = {03029743 (ISSN); 978-303161040-0 (ISBN)},
year = {2024},
date = {2024-01-01},
booktitle = {Lect. Notes Comput. Sci.},
volume = {14706 LNCS},
pages = {200–212},
publisher = {Springer Science and Business Media Deutschland GmbH},
abstract = {This paper explores the efficacy of Large Language Models (LLMs) in generating dialogues for patient avatars in Virtual Reality (VR) nurse training simulators. With the integration of technology in healthcare education evolving rapidly, the potential of NLP to enhance nurse training through realistic patient interactions presents a significant opportunity. Our study introduces a novel LLM-based dialogue generation system, leveraging models such as ChatGPT, GoogleBard, and ClaudeAI. We detail the development of our script generation system, which was a collaborative endeavor involving nurses, technical artists, and developers. The system, tested on the Meta Quest 2 VR headset, integrates complex dialogues created through a synthesis of clinical expertise and advanced NLP, aimed at simulating real-world nursing scenarios. Through a comprehensive evaluation involving lexical and semantic similarity tests compared to clinical expert-generated scripts, we assess the potential of LLMs as suitable alternatives for script generation. The findings aim to contribute to the development of a more interactive and effective VR nurse training simulator, enhancing communication skills among nursing students for improved patient care outcomes. This research underscores the importance of advanced NLP applications in healthcare education, offering insights into the practicality and limitations of employing LLMs in clinical training environments. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2024.},
keywords = {Bard, ChatGPT, ClaudeAI, Clinical research, Computational Linguistics, Dialogue Generation, Dialogue generations, Education computing, Extended reality, Health care education, Healthcare Education, Language Model, Language processing, Large language model, large language models, Natural Language Processing, Natural language processing systems, Natural languages, Nurse Training Simulation, Nursing, Patient avatar, Patient Avatars, Semantics, Students, Training simulation, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}