Exploring Presence in Interactions with LLM-Driven NPCs: A Comparative Study of Speech Recognition and Dialogue Options

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.

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Publication Details

Published
2024-09-22
DOI
https://doi.org/10.1145/3641825.3687716
Citations
22
Primary Topic
Speech and dialogue systems
Type
article
Field-Weighted Citation Impact
7.64
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article

Exploring Presence in Interactions with LLM-Driven NPCs: A Comparative Study of Speech Recognition and Dialogue Options

Kristian Julsgaard, I. Nikolov, Kristian Nyborg Jespersen, Linus Nørgaard Hollensberg et al.
22 citations
Speech and dialogue systems
7.64
article

Exploring Presence in Interactions with LLM-Driven NPCs: A Comparative Study of Speech Recognition and Dialogue Options

Kristian Julsgaard, I. Nikolov, Kristian Nyborg Jespersen, Linus Nørgaard Hollensberg, Niko Bach Jensen, Frederik Roland Christiansen
article en
22 citations

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.

Aalborg University (DK)
Openalex Percentile: Top 2%
Speech and dialogue systems
7.64
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