AHCI RESEARCH GROUP

Publications

Papers published in international journals,
proceedings of conferences, workshops and books.
OUR RESEARCH​

Scientific Publications

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2025

Casas, L.; Hannah, S.; Mitchell, K.

HoloJig: Interactive Spoken Prompt Specified Generative AI Environments Journal Article

In: IEEE Computer Graphics and Applications, vol. 45, no. 2, pp. 69–77, 2025, ISSN: 02721716 (ISSN).

Abstract | Links | BibTeX | Tags: 3-D rendering, Article, Collaborative workspace, customer experience, Economic and social effects, generative artificial intelligence, human, Immersive, Immersive environment, parallax, Real- time, simulation, Simulation training, speech, Time based, Virtual environments, Virtual Reality, Virtual reality experiences, Virtual spaces, VR systems

Nygren, T.; Samuelsson, M.; Hansson, P. -O.; Efimova, E.; Bachelder, S.

AI Versus Human Feedback in Mixed Reality Simulations: Comparing LLM and Expert Mentoring in Preservice Teacher Education on Controversial Issues Journal Article

In: International Journal of Artificial Intelligence in Education, 2025, ISSN: 15604292 (ISSN).

Abstract | Links | BibTeX | Tags: AI-generated feedback, Controversial issue in social study education, Controversial issues in social studies education, Curricula, Domain knowledge, Economic and social effects, Expert systems, Generative AI, Human engineering, Knowledge engineering, Language Model, Large language model, large language models (LLMs), Mixed reality, Mixed reality simulation, Mixed reality simulation (MRS), Pedagogical content knowledge, Pedagogical content knowledge (PCK), Personnel training, Preservice teachers, Social studies education, Teacher training, Teacher training simulation, Teacher training simulations, Teaching, Training simulation

Shibuya, K.

Transforming phenomenological sociology for virtual personalities and virtual worlds Journal Article

In: AI and Society, vol. 40, no. 5, pp. 3317–3331, 2025, ISSN: 09515666 (ISSN).

Abstract | Links | BibTeX | Tags: Advanced technology, Economic and social effects, Generative adversarial networks, Generative AI, Human being, Identity, Intersubjectivity, Metadata, Phenomenological Sociology, Sociology, Technological innovation, Virtual environments, Virtual Personality, Virtual Reality, Virtual worlds, Virtualization, Virtualizations

2024

Omirgaliyev, R.; Kenzhe, D.; Mirambekov, S.

Simulating life: the application of generative agents in virtual environments Proceedings Article

In: IEEE AITU: Digit. Gener., Conf. Proc. - AITU, pp. 181–187, Institute of Electrical and Electronics Engineers Inc., 2024, ISBN: 979-835036437-8 (ISBN).

Abstract | Links | BibTeX | Tags: Artificial intelligence, Artificial intelligence agent, Artificial Intelligence Agents, Autonomous agents, Behavioral Research, Behaviour models, Computational Linguistics, Decision making, Dynamics, Dynamics simulation, Economic and social effects, Game Development, Game environment, Language Model, Large language model, large language models, Modeling languages, Social dynamic simulation, Social dynamics, Social Dynamics Simulation, Software design, Virtual Reality, Virtual Societies

Cigliano, A.; Fallucchi, F.; Gerardi, M.

An Analysis of the State of Art of the Metaverse and Its Disruptive Impact on Services Proceedings Article

In: R., Fazzolari; A.A., Jaber; C., Randieri (Ed.): CEUR Workshop Proc., pp. 38–46, CEUR-WS, 2024, ISBN: 16130073 (ISSN).

Abstract | Links | BibTeX | Tags: AI: Artificial Intelligence, Artificial intelligence: artificial intelligence, Block-chain, Blockchain, DH: Digital Humanity, Digital humanities, Digital twin: digital twin, DT: Digital Twin, Economic and social effects, ER: Extended Reality, Extended reality: extended reality, GenI: Generative Artificial Intelligence, IoT, Language Model, LLM: Large Language Model, Metaverse, Metaverses, Natural language model, Nft, NLP: Natural Language Model, Quantum Computing, Virtual environments, VR: Virtual Reality

Min, Y.; Jeong, J. -W.

Public Speaking Q&A Practice with LLM-Generated Personas in Virtual Reality Proceedings Article

In: U., Eck; M., Sra; J., Stefanucci; M., Sugimoto; M., Tatzgern; I., Williams (Ed.): Proc. - IEEE Int. Symp. Mixed Augment. Real. Adjunct, ISMAR-Adjunct, pp. 493–496, Institute of Electrical and Electronics Engineers Inc., 2024, ISBN: 979-833150691-9 (ISBN).

Abstract | Links | BibTeX | Tags: Digital elevation model, Economic and social effects, Language Model, Large language model-based persona generation, LLM-based Persona Generation, Model-based OPC, Personnel training, Power, Practice systems, Presentation Anxiety, Public speaking, Q&A practice, user experience, Users' experiences, Virtual environments, Virtual Reality, VR training

Martini, M.; Valentini, V.; Ciprian, A.; Bottino, A.; Iacoviello, R.; Montagnuolo, M.; Messina, A.; Strada, F.; Zappia, D.

Semi -Automated Digital Human Production for Enhanced Media Broadcasting Proceedings Article

In: IEEE Gaming, Entertain., Media Conf., GEM, Institute of Electrical and Electronics Engineers Inc., 2024, ISBN: 979-835037453-7 (ISBN).

Abstract | Links | BibTeX | Tags: AI automation, Automation, Creation process, Digital humans, Economic and social effects, Extensive explorations, Face reconstruction, Generative AI, Image enhancement, media archive, Media archives, Metaverses, Rendering (computer graphics), Synthetic human, Synthetic Humans, Textures, Three dimensional computer graphics, Virtual production, Virtual Reality

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