AHCI RESEARCH GROUP
Publications
Papers published in international journals,
proceedings of conferences, workshops and books.
OUR RESEARCH
Scientific Publications
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2025
Chang, K. -Y.; Lee, C. -F.
Enhancing Virtual Restorative Environment with Generative AI: Personalized Immersive Stress-Relief Experiences Proceedings Article
In: V.G., Duffy (Ed.): Lect. Notes Comput. Sci., pp. 132–144, Springer Science and Business Media Deutschland GmbH, 2025, ISBN: 03029743 (ISSN); 978-303193501-5 (ISBN).
Abstract | Links | BibTeX | Tags: Artificial intelligence generated content, Artificial Intelligence Generated Content (AIGC), Electroencephalography, Electroencephalography (EEG), Generative AI, Immersive, Immersive environment, Mental health, Physical limitations, Restorative environment, Stress relief, Virtual reality exposure therapies, Virtual reality exposure therapy, Virtual Reality Exposure Therapy (VRET), Virtualization
@inproceedings{chang_enhancing_2025,
title = {Enhancing Virtual Restorative Environment with Generative AI: Personalized Immersive Stress-Relief Experiences},
author = {K. -Y. Chang and C. -F. Lee},
editor = {Duffy V.G.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105007759157&doi=10.1007%2f978-3-031-93502-2_9&partnerID=40&md5=ee620a5da9b65e90ccb1eaa75ec8b724},
doi = {10.1007/978-3-031-93502-2_9},
isbn = {03029743 (ISSN); 978-303193501-5 (ISBN)},
year = {2025},
date = {2025-01-01},
booktitle = {Lect. Notes Comput. Sci.},
volume = {15791 LNCS},
pages = {132–144},
publisher = {Springer Science and Business Media Deutschland GmbH},
abstract = {In today’s fast-paced world, stress and mental health challenges are becoming more common. Restorative environments help people relax and recover emotionally, and Virtual Reality Exposure Therapy (VRET) offers a way to experience these benefits beyond physical limitations. However, most VRET applications rely on pre-designed content, limiting their adaptability to individual needs. This study explores how Generative AI can enhance VRET by creating personalized, immersive environments that better match users’ preferences and improve relaxation. To evaluate the impact of AI-generated restorative environments, we combined EEG measurements with user interviews. Thirty university students participated in the study, experiencing two different modes: static mode and walking mode. The EEG results showed an increase in Theta (θ) and High Beta (β) brain waves, suggesting a state of deep immersion accompanied by heightened cognitive engagement and mental effort. While participants found the experience enjoyable and engaging, the AI-generated environments tended to create excitement and focus rather than conventional relaxation. These findings suggest that for AI-generated environments in VRET to be more effective for stress relief, future designs should reduce cognitive load while maintaining immersion. This study provides insights into how AI can enhance relaxation experiences and introduces a new perspective on personalized digital stress-relief solutions. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.},
keywords = {Artificial intelligence generated content, Artificial Intelligence Generated Content (AIGC), Electroencephalography, Electroencephalography (EEG), Generative AI, Immersive, Immersive environment, Mental health, Physical limitations, Restorative environment, Stress relief, Virtual reality exposure therapies, Virtual reality exposure therapy, Virtual Reality Exposure Therapy (VRET), Virtualization},
pubstate = {published},
tppubtype = {inproceedings}
}
Li, Y.; Pang, E. C. H.; Ng, C. S. Y.; Azim, M.; Leung, H.
Enhancing Linear Algebra Education with AI-Generated Content in the CityU Metaverse: A Comparative Study Proceedings Article
In: T., Hao; J.G., Wu; X., Luo; Y., Sun; Y., Mu; S., Ge; W., Xie (Ed.): Lect. Notes Comput. Sci., pp. 3–16, Springer Science and Business Media Deutschland GmbH, 2025, ISBN: 03029743 (ISSN); 978-981964406-3 (ISBN).
Abstract | Links | BibTeX | Tags: Comparatives studies, Digital age, Digital interactions, digital twin, Educational metaverse, Engineering education, Generative AI, Immersive, Matrix algebra, Metaverse, Metaverses, Personnel training, Students, Teaching, University campus, Virtual environments, virtual learning environment, Virtual learning environments, Virtual Reality, Virtualization
@inproceedings{li_enhancing_2025,
title = {Enhancing Linear Algebra Education with AI-Generated Content in the CityU Metaverse: A Comparative Study},
author = {Y. Li and E. C. H. Pang and C. S. Y. Ng and M. Azim and H. Leung},
editor = {Hao T. and Wu J.G. and Luo X. and Sun Y. and Mu Y. and Ge S. and Xie W.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105003632691&doi=10.1007%2f978-981-96-4407-0_1&partnerID=40&md5=c067ba5d4c15e9c0353bf315680531fc},
doi = {10.1007/978-981-96-4407-0_1},
isbn = {03029743 (ISSN); 978-981964406-3 (ISBN)},
year = {2025},
date = {2025-01-01},
booktitle = {Lect. Notes Comput. Sci.},
volume = {15589 LNCS},
pages = {3–16},
publisher = {Springer Science and Business Media Deutschland GmbH},
abstract = {In today’s digital age, the metaverse is emerging as the forthcoming evolution of the internet. It provides an immersive space that marks a new frontier in the way digital interactions are facilitated and experienced. In this paper, we present the CityU Metaverse, which aims to construct a digital twin of our university campus. It is designed as an educational virtual world where learning applications can be embedded in this virtual campus, supporting not only remote and collaborative learning but also professional technical training to enhance educational experiences through immersive and interactive learning. To evaluate the effectiveness of this educational metaverse, we conducted an experiment focused on 3D linear transformation in linear algebra, with teaching content generated by generative AI, comparing our metaverse system with traditional teaching methods. Knowledge tests and surveys assessing learning interest revealed that students engaged with the CityU Metaverse, facilitated by AI-generated content, outperformed those in traditional settings and reported greater enjoyment during the learning process. The work provides valuable perspectives on the behaviors and interactions within the metaverse by analyzing user preferences and learning outcomes. © The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2025.},
keywords = {Comparatives studies, Digital age, Digital interactions, digital twin, Educational metaverse, Engineering education, Generative AI, Immersive, Matrix algebra, Metaverse, Metaverses, Personnel training, Students, Teaching, University campus, Virtual environments, virtual learning environment, Virtual learning environments, Virtual Reality, Virtualization},
pubstate = {published},
tppubtype = {inproceedings}
}
Shen, Y.; Li, B.; Huang, J.; Wang, Z.
GaussianShopVR: Facilitating Immersive 3D Authoring Using Gaussian Splatting in VR Proceedings Article
In: Proc. - IEEE Conf. Virtual Real. 3D User Interfaces Abstr. Workshops, VRW, pp. 1292–1293, Institute of Electrical and Electronics Engineers Inc., 2025, ISBN: 979-833151484-6 (ISBN).
Abstract | Links | BibTeX | Tags: 3D authoring, 3D modeling, Digital replicas, Gaussian distribution, Gaussian Splatting editing, Gaussians, Graphical user interfaces, High quality, Immersive, Immersive environment, Interactive computer graphics, Rendering (computer graphics), Rendering pipelines, Splatting, Three dimensional computer graphics, User profile, Virtual Reality, Virtual reality user interface, Virtualization, VR user interface
@inproceedings{shen_gaussianshopvr_2025,
title = {GaussianShopVR: Facilitating Immersive 3D Authoring Using Gaussian Splatting in VR},
author = {Y. Shen and B. Li and J. Huang and Z. Wang},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105005138672&doi=10.1109%2fVRW66409.2025.00292&partnerID=40&md5=9b644bd19394a289d3027ab9a2dfed6a},
doi = {10.1109/VRW66409.2025.00292},
isbn = {979-833151484-6 (ISBN)},
year = {2025},
date = {2025-01-01},
booktitle = {Proc. - IEEE Conf. Virtual Real. 3D User Interfaces Abstr. Workshops, VRW},
pages = {1292–1293},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {Virtual reality (VR) applications require massive high-quality 3D assets to create immersive environments. Generating mesh-based 3D assets typically involves a significant amount of manpower and effort, which makes VR applications less accessible. 3D Gaussian Splatting (3DGS) has attracted much attention for its ability to quickly create digital replicas of real-life scenes and its compatibility with traditional rendering pipelines. However, it remains a challenge to edit 3DGS in a flexible and controllable manner. We propose GaussianShopVR, a system that leverages VR user interfaces to specify target areas to achieve flexible and controllable editing of reconstructed 3DGS. In addition, selected areas can provide 3D information to generative AI models to facilitate the editing. GaussianShopVR integrates object hierarchy management while keeping the backpropagated gradient flow to allow local editing with context information. © 2025 IEEE.},
keywords = {3D authoring, 3D modeling, Digital replicas, Gaussian distribution, Gaussian Splatting editing, Gaussians, Graphical user interfaces, High quality, Immersive, Immersive environment, Interactive computer graphics, Rendering (computer graphics), Rendering pipelines, Splatting, Three dimensional computer graphics, User profile, Virtual Reality, Virtual reality user interface, Virtualization, VR user interface},
pubstate = {published},
tppubtype = {inproceedings}
}
Ly, D. -N.; Do, H. -N.; Tran, M. -T.; Le, K. -D.
Evaluation of AI-Based Assistant Representations on User Interaction in Virtual Explorations Proceedings Article
In: W., Buntine; M., Fjeld; T., Tran; M.-T., Tran; B., Huynh Thi Thanh; T., Miyoshi (Ed.): Commun. Comput. Info. Sci., pp. 323–337, Springer Science and Business Media Deutschland GmbH, 2025, ISBN: 18650929 (ISSN); 978-981964287-8 (ISBN).
Abstract | Links | BibTeX | Tags: 360-degree Video, AI-Based Assistant, Cultural heritages, Cultural science, Multiusers, Single users, Social interactions, Three dimensional computer graphics, User interaction, Users' experiences, Virtual environments, Virtual Exploration, Virtual Reality, Virtualization
@inproceedings{ly_evaluation_2025,
title = {Evaluation of AI-Based Assistant Representations on User Interaction in Virtual Explorations},
author = {D. -N. Ly and H. -N. Do and M. -T. Tran and K. -D. Le},
editor = {Buntine W. and Fjeld M. and Tran T. and Tran M.-T. and Huynh Thi Thanh B. and Miyoshi T.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105004253350&doi=10.1007%2f978-981-96-4288-5_26&partnerID=40&md5=5f0a8c1e356cd3bdd4dda7f96f272154},
doi = {10.1007/978-981-96-4288-5_26},
isbn = {18650929 (ISSN); 978-981964287-8 (ISBN)},
year = {2025},
date = {2025-01-01},
booktitle = {Commun. Comput. Info. Sci.},
volume = {2352 CCIS},
pages = {323–337},
publisher = {Springer Science and Business Media Deutschland GmbH},
abstract = {Exploration activities, such as tourism, cultural heritage, and science, enhance knowledge and understanding. The rise of 360-degree videos allows users to explore cultural landmarks and destinations remotely. While multi-user VR environments encourage collaboration, single-user experiences often lack social interaction. Generative AI, particularly Large Language Models (LLMs), offer a way to improve single-user VR exploration through AI-driven virtual assistants, acting as tour guides or storytellers. However, it’s uncertain whether these assistants require a visual presence, and if so, what form it should take. To investigate this, we developed an AI-based assistant in three different forms: a voice-only avatar, a 3D human-sized avatar, and a mini-hologram avatar, and conducted a user study to evaluate their impact on user experience. The study, which involved 12 participants, found that the visual embodiments significantly reduce feelings of being alone, with distinct user preferences between the Human-sized avatar and the Mini hologram. © The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2025.},
keywords = {360-degree Video, AI-Based Assistant, Cultural heritages, Cultural science, Multiusers, Single users, Social interactions, Three dimensional computer graphics, User interaction, Users' experiences, Virtual environments, Virtual Exploration, Virtual Reality, Virtualization},
pubstate = {published},
tppubtype = {inproceedings}
}
Huang, W.; Gao, J.; Chen, X.
Predicting post-VR game experiences with wearable physiological sensors Journal Article
In: Entertainment Computing, vol. 55, 2025, ISSN: 18759521 (ISSN).
Abstract | Links | BibTeX | Tags: Brain, Correlation analysis, Depersonalization, Derealization, Electrodermal activity, Game experience, Game Experience Questionnaire, Machine learning techniques, Physiological sensors, Post-game experience, Sensory perception, Virtual Reality, Virtualization
@article{huang_predicting_2025,
title = {Predicting post-VR game experiences with wearable physiological sensors},
author = {W. Huang and J. Gao and X. Chen},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105007731332&doi=10.1016%2fj.entcom.2025.100977&partnerID=40&md5=b292fac3be095cf50627a139f0f27dc0},
doi = {10.1016/j.entcom.2025.100977},
issn = {18759521 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {Entertainment Computing},
volume = {55},
abstract = {Players’ post-game experiences determine their loyalty to a virtual reality (VR) game. However, methods for identifying players’ post-game experiences in the early stages have received far less attention than those for in-game experiences. In this study, we explored the potential of using measurements from wearable physiological sensors to predict players’ post–VR game experiences. The methods employed were correlation analyses and machine learning techniques. The results showed that electrodermal activity (EDA) measurements, particularly the mean EDA and mean EDA peak, are associated with players’ post-VR game experiences after accounting for noise. By utilizing machine learning technology, physiological metrics can forecast players’ diverse reactions after playing VR games with high accuracy. The symptoms of depersonalization/derealization experienced after VR gaming are attributed to being induced by actions within the virtual environment. This research makes significant contributions to the field of user experience recognition and the progression of VR gaming by demonstrating the potential for future VR game centers to analyze player emotions remotely and cost-effectively. This achievement provides the prerequisite for these centers to create tailored new 3D game scenarios to enhance players’ post-game experiences with the support of future advanced generative artificial intelligence technologies. © 2025 Elsevier B.V.},
keywords = {Brain, Correlation analysis, Depersonalization, Derealization, Electrodermal activity, Game experience, Game Experience Questionnaire, Machine learning techniques, Physiological sensors, Post-game experience, Sensory perception, Virtual Reality, Virtualization},
pubstate = {published},
tppubtype = {article}
}
Rasch, J.; Töws, J.; Hirzle, T.; Müller, F.; Schmitz, M.
CreepyCoCreator? Investigating AI Representation Modes for 3D Object Co-Creation in Virtual Reality Proceedings Article
In: Conf Hum Fact Comput Syst Proc, Association for Computing Machinery, 2025, ISBN: 979-840071394-1 (ISBN).
Abstract | Links | BibTeX | Tags: 3D Creation, 3D modeling, 3D object, Building process, Co-creation, Co-creative system, Co-creative systems, Creative systems, Creatives, Generative AI, Three dimensional computer graphics, User expectations, User Studies, User study, Virtual Reality, Virtualization
@inproceedings{rasch_creepycocreator_2025,
title = {CreepyCoCreator? Investigating AI Representation Modes for 3D Object Co-Creation in Virtual Reality},
author = {J. Rasch and J. Töws and T. Hirzle and F. Müller and M. Schmitz},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105005742763&doi=10.1145%2f3706598.3713720&partnerID=40&md5=e6cdcb6cc7249a8836ecc39ae103cd53},
doi = {10.1145/3706598.3713720},
isbn = {979-840071394-1 (ISBN)},
year = {2025},
date = {2025-01-01},
booktitle = {Conf Hum Fact Comput Syst Proc},
publisher = {Association for Computing Machinery},
abstract = {Generative AI in Virtual Reality offers the potential for collaborative object-building, yet challenges remain in aligning AI contributions with user expectations. In particular, users often struggle to understand and collaborate with AI when its actions are not transparently represented. This paper thus explores the co-creative object-building process through a Wizard-of-Oz study, focusing on how AI can effectively convey its intent to users during object customization in Virtual Reality. Inspired by human-to-human collaboration, we focus on three representation modes: the presence of an embodied avatar, whether the AI's contributions are visualized immediately or incrementally, and whether the areas modified are highlighted in advance. The findings provide insights into how these factors affect user perception and interaction with object-generating AI tools in Virtual Reality as well as satisfaction and ownership of the created objects. The results offer design implications for co-creative world-building systems, aiming to foster more effective and satisfying collaborations between humans and AI in Virtual Reality. © 2025 Copyright held by the owner/author(s).},
keywords = {3D Creation, 3D modeling, 3D object, Building process, Co-creation, Co-creative system, Co-creative systems, Creative systems, Creatives, Generative AI, Three dimensional computer graphics, User expectations, User Studies, User study, Virtual Reality, Virtualization},
pubstate = {published},
tppubtype = {inproceedings}
}
Lau, K. H. C.; Bozkir, E.; Gao, H.; Kasneci, E.
Evaluating Usability and Engagement of Large Language Models in Virtual Reality for Traditional Scottish Curling Proceedings Article
In: A., Del Bue; C., Canton; J., Pont-Tuset; T., Tommasi (Ed.): Lect. Notes Comput. Sci., pp. 177–195, Springer Science and Business Media Deutschland GmbH, 2025, ISBN: 03029743 (ISSN); 978-303191571-0 (ISBN).
Abstract | Links | BibTeX | Tags: Chatbots, Cultural heritages, Digital Cultural Heritage, Digital cultural heritages, Educational robots, Engineering education, Heritage education, Historic Preservation, Language Model, Large language model, large language models, Learning outcome, Model-based OPC, Usability engineering, User Engagement, Virtual Reality, Virtual-reality environment, Virtualization
@inproceedings{lau_evaluating_2025,
title = {Evaluating Usability and Engagement of Large Language Models in Virtual Reality for Traditional Scottish Curling},
author = {K. H. C. Lau and E. Bozkir and H. Gao and E. Kasneci},
editor = {Del Bue A. and Canton C. and Pont-Tuset J. and Tommasi T.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105006905979&doi=10.1007%2f978-3-031-91572-7_11&partnerID=40&md5=8a81fb09ff54e57b9429660a8898149a},
doi = {10.1007/978-3-031-91572-7_11},
isbn = {03029743 (ISSN); 978-303191571-0 (ISBN)},
year = {2025},
date = {2025-01-01},
booktitle = {Lect. Notes Comput. Sci.},
volume = {15628 LNCS},
pages = {177–195},
publisher = {Springer Science and Business Media Deutschland GmbH},
abstract = {This paper explores the innovative application of Large Language Models (LLMs) in Virtual Reality (VR) environments to promote heritage education, focusing on traditional Scottish curling presented in the game “Scottish Bonspiel VR”. Our study compares the effectiveness of LLM-based chatbots with pre-defined scripted chatbots, evaluating key criteria such as usability, user engagement, and learning outcomes. The results show that LLM-based chatbots significantly improve interactivity and engagement, creating a more dynamic and immersive learning environment. This integration helps document and preserve cultural heritage and enhances dissemination processes, which are crucial for safeguarding intangible cultural heritage (ICH) amid environmental changes. Furthermore, the study highlights the potential of novel technologies in education to provide immersive experiences that foster a deeper appreciation of cultural heritage. These findings support the wider application of LLMs and VR in cultural education to address global challenges and promote sustainable practices to preserve and enhance cultural heritage. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.},
keywords = {Chatbots, Cultural heritages, Digital Cultural Heritage, Digital cultural heritages, Educational robots, Engineering education, Heritage education, Historic Preservation, Language Model, Large language model, large language models, Learning outcome, Model-based OPC, Usability engineering, User Engagement, Virtual Reality, Virtual-reality environment, Virtualization},
pubstate = {published},
tppubtype = {inproceedings}
}
Lopes, M. K. S.; Falk, T. H.
Generative AI for Personalized Multisensory Immersive Experiences: Challenges and Opportunities for Stress Reduction Proceedings Article
In: Proc. - IEEE Conf. Virtual Real. 3D User Interfaces Abstr. Workshops, VRW, pp. 143–146, Institute of Electrical and Electronics Engineers Inc., 2025, ISBN: 979-833151484-6 (ISBN).
Abstract | Links | BibTeX | Tags: Artificial intelligence tools, Environment personalization, Forest bathing, Generative AI, Immersive, Multi-Sensory, Multi-sensory virtual reality, Multisensory, Personalizations, Relaxation, Virtual Reality, Virtualization
@inproceedings{lopes_generative_2025,
title = {Generative AI for Personalized Multisensory Immersive Experiences: Challenges and Opportunities for Stress Reduction},
author = {M. K. S. Lopes and T. H. Falk},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105005149501&doi=10.1109%2fVRW66409.2025.00036&partnerID=40&md5=e0a94aebd683f257899474d4c486d784},
doi = {10.1109/VRW66409.2025.00036},
isbn = {979-833151484-6 (ISBN)},
year = {2025},
date = {2025-01-01},
booktitle = {Proc. - IEEE Conf. Virtual Real. 3D User Interfaces Abstr. Workshops, VRW},
pages = {143–146},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {Stress management and relaxation are critical areas of interest in mental health and well-being. Forest bathing is a practice that has been shown to have a positive effect on reducing stress by stimulating all the senses in an immersive nature experience. Since access to nature is not universally available to everyone, virtual reality has emerged as a promising tool to simulate this type of experience. Furthermore, generative artificial intelligence (GenAI) tools offer new opportunities to create highly personalized and immersive experiences that can enhance relaxation and reduce stress. This study explores the potential of personalized multisensory VR environments, designed using GenAI tools, to optimize relaxation and stress relief via two experiments that are currently underway. The first evaluates the effectiveness of non-personalized versus personalized VR scenes generated using AI tools to promote increased relaxation. The second explores the potential benefits of providing the user with additional personalization tools, from adding new virtual elements to the AI-generated scene, to adding AI-generated sounds and scent/haptics customization. Ultimately, this research aims to identify which customizable elements may lead to improved therapeutic benefits for multisensory VR experiences. © 2025 IEEE.},
keywords = {Artificial intelligence tools, Environment personalization, Forest bathing, Generative AI, Immersive, Multi-Sensory, Multi-sensory virtual reality, Multisensory, Personalizations, Relaxation, Virtual Reality, Virtualization},
pubstate = {published},
tppubtype = {inproceedings}
}
Suzuki, R.; Gonzalez-Franco, M.; Sra, M.; Lindlbauer, D.
Everyday AR through AI-in-the-Loop 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 content, Augmented reality hardware, Computer vision, Content creation, Context-Aware, Generative AI, generative artificial intelligence, Human-AI Interaction, Human-artificial intelligence interaction, Language Model, Large language model, large language models, machine learning, Machine-learning, Mixed reality, Virtual Reality, Virtualization
@inproceedings{suzuki_everyday_2025,
title = {Everyday AR through AI-in-the-Loop},
author = {R. Suzuki and M. Gonzalez-Franco and M. Sra and D. Lindlbauer},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105005752990&doi=10.1145%2f3706599.3706741&partnerID=40&md5=56b5e447819dde7aa4a29f8e3899e535},
doi = {10.1145/3706599.3706741},
isbn = {979-840071395-8 (ISBN)},
year = {2025},
date = {2025-01-01},
booktitle = {Conf Hum Fact Comput Syst Proc},
publisher = {Association for Computing Machinery},
abstract = {This workshop brings together experts and practitioners from augmented reality (AR) and artificial intelligence (AI) to shape the future of AI-in-the-loop everyday AR experiences. With recent advancements in both AR hardware and AI capabilities, we envision that everyday AR—always-available and seamlessly integrated into users’ daily environments—is becoming increasingly feasible. This workshop will explore how AI can drive such everyday AR experiences. We discuss a range of topics, including adaptive and context-aware AR, generative AR content creation, always-on AI assistants, AI-driven accessible design, and real-world-oriented AI agents. Our goal is to identify the opportunities and challenges in AI-enabled AR, focusing on creating novel AR experiences that seamlessly blend the digital and physical worlds. Through the workshop, we aim to foster collaboration, inspire future research, and build a community to advance the research field of AI-enhanced AR. © 2025 Copyright held by the owner/author(s).},
keywords = {Augmented Reality, Augmented reality content, Augmented reality hardware, Computer vision, Content creation, Context-Aware, Generative AI, generative artificial intelligence, Human-AI Interaction, Human-artificial intelligence interaction, Language Model, Large language model, large language models, machine learning, Machine-learning, Mixed reality, Virtual Reality, Virtualization},
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}
}
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
@article{shibuya_transforming_2025,
title = {Transforming phenomenological sociology for virtual personalities and virtual worlds},
author = {K. Shibuya},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85217199972&doi=10.1007%2fs00146-025-02189-x&partnerID=40&md5=aa9db1cb1f99419b605f1091469eb77c},
doi = {10.1007/s00146-025-02189-x},
issn = {09515666 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {AI and Society},
volume = {40},
number = {5},
pages = {3317–3331},
abstract = {Are there opportunities to use the plural to express the first person (“I”) of “the same person” in English? It means that the self is an entity that guarantees uniqueness and is at the core of identity. Recently, radical and rapid innovations in AI technologies have made it possible to alter our existential fundamentals. Principally, we are now interacting with “virtual personalities” generated by generative AI. Thus, there is an inevitability to explore the relationship between AI and society, and the problem domain of phenomenological sociology related to the “virtuality” of personalities and the world. Encountering and interacting with “others without subject” artificially generated by generative AI based on individual big data and attribute data is a situation that mankind has never experienced before from the perspective of sociology and phenomenological sociology related to the ego. The virtual personalities can be perceived as if it were interacting with existing humans in the form of video and audio, and it is also possible to arbitrarily change their attributes (e.g., gender, race, age, physical characteristics) and other settings, as well as to virtually create deceased persons or great figures from the past. Such technological innovation is, so to speak, a virtualization of human existential identity, and advanced technologies such as AI will transform not only the boundary between self and others but also the aspect of human existence itself (Shibuya in Digital transformation of identity in the age of artificial intelligence. Springer, Belrin, 2020). In addition, from a phenomenological viewpoint, the boundary between reality and virtuality is blurring due to technological innovation in the living world itself, and there is a concern that this will lead to an artificial state of detachment. Actually, the use of advanced technologies such as AI, VR in virtual worlds and cyberspace will not only cause people to lose their reality and actuality but will also endanger the very foundations of their existential identity. Therefore, we must ask what it means for us as existences to interact with virtual personalities in a virtually generated world, and what is the nature of the intersubjectivity formation and semantic understanding as well as the modes of existence, facts, and worlds, and what are their evidential natures. In line with what Husserl, the founder of phenomenology, once declared at the beginning of his “Cartesianische Meditationen” (Husserl in CartesianischeMeditationen, e-artnow, 2018), that “we need to begin philosophy radically anew”, as also phenomenological sociology, it can now state that “we need to begin phenomenological sociology radically anew”. Then, this paper reviews and discusses the following issues based on technological trends. Is there an intersubjectivity between the virtual personalities generated by the AI and the human being? How does the virtualization of identity, as well as the difference between self and others, transform the nature of existence? How is a mutual semantic understanding possible between a human being and the virtual personality that is generated by a generative AI and a generative AI? How can we verify discourses and propositions of fact and worldliness in our interactions with generative AIs, and how can we overcome the illusion (i.e., hallucination) that generative AIs create? What does the transformation of the world and its aspect as existence mean? How is it possible to collaborate between a human being and the virtual personality that is generated by a generative AI and a generative AI? © The Author(s), under exclusive licence to Springer-Verlag London Ltd., part of Springer Nature 2025.},
keywords = {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},
pubstate = {published},
tppubtype = {article}
}
Gao, H.; Xie, Y.; Kasneci, E.
PerVRML: ChatGPT-Driven Personalized VR Environments for Machine Learning Education Journal Article
In: International Journal of Human-Computer Interaction, 2025, ISSN: 10447318 (ISSN).
Abstract | Links | BibTeX | Tags: Backpropagation, ChatGPT, Curricula, Educational robots, Immersive learning, Interactive learning, Language Model, Large language model, large language models, Learning mode, Machine learning education, Machine-learning, Personalized learning, Support vector machines, Teaching, Virtual Reality, Virtual-reality environment, Virtualization
@article{gao_pervrml_2025,
title = {PerVRML: ChatGPT-Driven Personalized VR Environments for Machine Learning Education},
author = {H. Gao and Y. Xie and E. Kasneci},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105005776517&doi=10.1080%2f10447318.2025.2504188&partnerID=40&md5=c2c59be3d20d02c6df7750c2330c8f6d},
doi = {10.1080/10447318.2025.2504188},
issn = {10447318 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {International Journal of Human-Computer Interaction},
abstract = {The advent of large language models (LLMs) such as ChatGPT has demonstrated significant potential for advancing educational technologies. Recently, growing interest has emerged in integrating ChatGPT with virtual reality (VR) to provide interactive and dynamic learning environments. This study explores the effectiveness of ChatGTP-driven VR in facilitating machine learning education through PerVRML. PerVRML incorporates a ChatGPT-powered avatar that provides real-time assistance and uses LLMs to personalize learning paths based on various sensor data from VR. A between-subjects design was employed to compare two learning modes: personalized and non-personalized. Quantitative data were collected from assessments, user experience surveys, and interaction metrics. The results indicate that while both learning modes supported learning effectively, ChatGPT-powered personalization significantly improved learning outcomes and had distinct impacts on user feedback. These findings underscore the potential of ChatGPT-enhanced VR to deliver adaptive and personalized educational experiences. © 2025 Taylor & Francis Group, LLC.},
keywords = {Backpropagation, ChatGPT, Curricula, Educational robots, Immersive learning, Interactive learning, Language Model, Large language model, large language models, Learning mode, Machine learning education, Machine-learning, Personalized learning, Support vector machines, Teaching, Virtual Reality, Virtual-reality environment, Virtualization},
pubstate = {published},
tppubtype = {article}
}
2020
Scianna, Andrea; Gaglio, Giuseppe Fulvio; Grima, Reuben; Guardia, Marcello La
THE VIRTUALIZATION of CH for HISTORICAL RECONSTRUCTION: The AR FRUITION of the FOUNTAIN of ST. GEORGE SQUARE in VALLETTA (MALTA) Proceedings Article
In: K., Morley J. Ellul C. Wong (Ed.): International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences - ISPRS Archives, pp. 143–149, International Society for Photogrammetry and Remote Sensing, 2020, (Issue: 4/W1).
Abstract | Links | BibTeX | Tags: 3D modeling, 3D Modelling, Archaeological Site, Augmented Reality, Complex environments, Cultural heritage, Cultural heritages, Data visualization, Digital Photogrammetry, Fountains, Historical Reconstruction, Sensor sensitivity, Surveying instruments, Technological tools, Terrestrial Laser Scanners, Virtualization
@inproceedings{scianna_virtualization_2020,
title = {THE VIRTUALIZATION of CH for HISTORICAL RECONSTRUCTION: The AR FRUITION of the FOUNTAIN of ST. GEORGE SQUARE in VALLETTA (MALTA)},
author = {Andrea Scianna and Giuseppe Fulvio Gaglio and Reuben Grima and Marcello La Guardia},
editor = {Morley J. Ellul C. Wong K.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85092158237&doi=10.5194%2fisprs-archives-XLIV-4-W1-2020-143-2020&partnerID=40&md5=78e65721658fcbc025994f2404040e59},
doi = {10.5194/isprs-archives-XLIV-4-W1-2020-143-2020},
year = {2020},
date = {2020-01-01},
booktitle = {International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences - ISPRS Archives},
volume = {44},
pages = {143–149},
publisher = {International Society for Photogrammetry and Remote Sensing},
abstract = {Improving accessibility to Cultural Heritage (CH) is an increasingly urgent challenge today. It is not only a matter of physical inaccessibility but also temporal, considering that part of CH now lost. Fortunately, the most modern technological tools are helping to break down both space and time barriers. In facts, recent advances in representation, 3D modelling and survey methodologies opened new scenarios for valorization and conservation of CH. In particular, the improvement of quality in resolution and sensor sensitivity of cameras allowed to achieve the right level of 3D reconstruction through digital photogrammetry procedures. In the same field, terrestrial laser scanners (TLS) allowed acquiring dense point clouds of complex environments with a millimetric level of accuracy. At the same time, the application of Augmented Reality (AR) and Virtual Reality (VR) technologies is an excellent solution for improving the accessibility to monuments, museums and archaeological sites. It is possible to share new levels of information about CH, in space and time, for touristic, managerial and scientific aims. This work is focused on the virtualization of CH, considering the study case of the fountain of Wignacourt, today present in St. Philip Garden in Floriana and initially located in Valletta (Malta). The application presented allows the virtual fruition of the monument placed in its original location, St. George Square. A simplified plant of the square will enable tourists to make a temporal journey in the past with their mobile device. The work is part of the Interreg Italia-Malta European project named I-Access, dedicated to the improvement of CH accessibility. It focuses the attention to the experimentation of new specific procedures in Geomatics necessary to solve big data issues of complex environment visualization. © Authors 2020.},
note = {Issue: 4/W1},
keywords = {3D modeling, 3D Modelling, Archaeological Site, Augmented Reality, Complex environments, Cultural heritage, Cultural heritages, Data visualization, Digital Photogrammetry, Fountains, Historical Reconstruction, Sensor sensitivity, Surveying instruments, Technological tools, Terrestrial Laser Scanners, Virtualization},
pubstate = {published},
tppubtype = {inproceedings}
}