z-logo
open-access-imgOpen Access
LLM-Integrated VR NPCs to Support Social Presence and Engagement in a Viking Museum
Author(s) -
Markus Brondberg Nielsen,
Mathias Ogaard Brams Niebuhr,
Rasmus Kanne Mikkelsen,
Rasmus Odgaard,
Ivan Nikolov
Publication year - 2025
Publication title -
ieee transactions on games
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.353
H-Index - 45
eISSN - 2475-1510
pISSN - 2475-1502
DOI - 10.1109/tg.2025.3619578
Subject(s) - bioengineering , communication, networking and broadcast technologies , computing and processing
Supporting museum engagement and learning opportunities for a younger audience requires the adaptation of modern technologies and more diverse ways of communicating information and stories. This study explores the integration of large language models (LLMs) as nonplayable character (NPC) guides into virtual reality (VR) to enhance social presence and learning engagement in historical contexts. Collaborating with the Lindholm Høje Viking Museum in Denmark, we developed a VR experience featuring context-aware LLM-integrated digital social actors portraying prehistoric Vikings. Three interactive experiences are designed around the exhibitions present in the museum. Through a comparison with a traditional finite-state dialogue version, our findings suggest an overall increase in user presence and engagement when interacting with LLM-integrated NPCs.

The content you want is available to Zendy users.

Already have an account? Click here to sign in.
Having issues? You can contact us here
Accelerating Research

Address

John Eccles House
Robert Robinson Avenue,
Oxford Science Park, Oxford
OX4 4GP, United Kingdom