AHCI RESEARCH GROUP
Publications
Papers published in international journals,
proceedings of conferences, workshops and books.
OUR RESEARCH
Scientific Publications
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2024
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}
}