AHCI RESEARCH GROUP
Publications
Papers published in international journals,
proceedings of conferences, workshops and books.
OUR RESEARCH
Scientific Publications
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2024
Dunaeva, Y.
Digital Evolution of Universities: Neural Networks in Education Book Section
In: Springer Geography, vol. Part F3974, pp. 453–463, Springer Science and Business Media Deutschland GmbH, 2024, ISBN: 2194315X (ISSN).
Abstract | Links | BibTeX | Tags: Artificial general intelligence (AGI), Cybersecurity, Cybersecurity threat, Digital exceptionalism, Dipfake, Large language models (LLM), machine learning, Virtual and augmented reality
@incollection{dunaeva_digital_2024,
title = {Digital Evolution of Universities: Neural Networks in Education},
author = {Y. Dunaeva},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85216787264&doi=10.1007%2f978-3-031-70886-2_38&partnerID=40&md5=9d11413a8dc4aa487c161f0746117169},
doi = {10.1007/978-3-031-70886-2_38},
isbn = {2194315X (ISSN)},
year = {2024},
date = {2024-01-01},
booktitle = {Springer Geography},
volume = {Part F3974},
pages = {453–463},
publisher = {Springer Science and Business Media Deutschland GmbH},
abstract = {The study articulates the main achievements and opportunities, as well as threats and potential risks of using neural networks in education. Artificial intelligence is the top research topic of 2022–2023 and the period of emergence of new terms such as large language models, dipfake, virtual and augmented reality, and so on. The paper evaluates the tremendous potential of artificial intelligence in education, among which methods such as using AI to create personalized educational programs, analyzing big data on learning success, automating the assessment and grading process, developing new teaching methods, and creating a new knowledge assessment system such as text analysis and pattern recognition. However, artificial intelligence has significantly increased risks in scientific and educational environments: the paper analyzes threats such as cyberstalking (online stalking), phishing (malicious URLs to access accounts), and others. Methodologically, the article is based on the concept of digital participation. Considering university professors as passive recipients or consumers of the services of artificial intelligence technologies, the digital inclusion strategy emphasizes only technological progress, linking it to the younger generation, and underestimates the concept of digital participation of scientists, based on systems thinking, scientific outlook, life wisdom, and devotion to moral ideals. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2024.},
keywords = {Artificial general intelligence (AGI), Cybersecurity, Cybersecurity threat, Digital exceptionalism, Dipfake, Large language models (LLM), machine learning, Virtual and augmented reality},
pubstate = {published},
tppubtype = {incollection}
}
Christiansen, F. R.; Hollensberg, L. Nø.; Jensen, N. B.; Julsgaard, K.; Jespersen, K. N.; Nikolov, I.
Exploring Presence in Interactions with LLM-Driven NPCs: A Comparative Study of Speech Recognition and Dialogue Options Proceedings Article
In: S.N., Spencer (Ed.): Proc. ACM Symp. Virtual Reality Softw. Technol. VRST, Association for Computing Machinery, 2024, ISBN: 979-840070535-9 (ISBN).
Abstract | Links | BibTeX | Tags: Comparatives studies, Computer simulation languages, Economic and social effects, Immersive System, Immersive systems, Language Model, Large language model, Large language models (LLM), Model-driven, Modern technologies, Non-playable character, NPC, Presence, Social Actors, Speech enhancement, Speech recognition, Text to speech, Virtual environments, Virtual Reality, VR
@inproceedings{christiansen_exploring_2024,
title = {Exploring Presence in Interactions with LLM-Driven NPCs: A Comparative Study of Speech Recognition and Dialogue Options},
author = {F. R. Christiansen and L. Nø. Hollensberg and N. B. Jensen and K. Julsgaard and K. N. Jespersen and I. Nikolov},
editor = {Spencer S.N.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85212512351&doi=10.1145%2f3641825.3687716&partnerID=40&md5=56ec6982b399fd97196ea73e7c659c31},
doi = {10.1145/3641825.3687716},
isbn = {979-840070535-9 (ISBN)},
year = {2024},
date = {2024-01-01},
booktitle = {Proc. ACM Symp. Virtual Reality Softw. Technol. VRST},
publisher = {Association for Computing Machinery},
abstract = {Combining modern technologies like large-language models (LLMs), speech-to-text, and text-to-speech can enhance immersion in virtual reality (VR) environments. However, challenges exist in effectively implementing LLMs and educating users. This paper explores implementing LLM-powered virtual social actors and facilitating user communication. We developed a murder mystery game where users interact with LLM-based non-playable characters (NPCs) through interrogation, clue-gathering, and exploration. Two versions were tested: one using speech recognition and another with traditional dialog boxes. While both provided similar social presence, users felt more immersed with speech recognition but found it overwhelming, while the dialog version was more challenging. Slow NPC response times were a source of frustration, highlighting the need for faster generation or better masking for a seamless experience. © 2024 Owner/Author.},
keywords = {Comparatives studies, Computer simulation languages, Economic and social effects, Immersive System, Immersive systems, Language Model, Large language model, Large language models (LLM), Model-driven, Modern technologies, Non-playable character, NPC, Presence, Social Actors, Speech enhancement, Speech recognition, Text to speech, Virtual environments, Virtual Reality, VR},
pubstate = {published},
tppubtype = {inproceedings}
}