LLM-Integrated VR NPCs to Support Social Presence and Engagement in a Viking Museum
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 non-playable 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.
Authors
- Mathias Øgaard Brams Niebuhr (ORCID: https://orcid.org/0009-0006-7544-5364)
- Rasmus Odgaard (ORCID: https://orcid.org/0009-0008-3886-0619)
- I. Nikolov (ORCID: https://orcid.org/0000-0002-4952-8848)
- M. B. Nielsen (ORCID: https://orcid.org/0000-0001-9169-2599)
- Rasmus Kanne Mikkelsen
Institutions
- Aalborg University (DK)
Publication Details
- Journal
- IEEE Transactions on Games
- Published
- 2025-10-09
- DOI
- https://doi.org/10.1109/tg.2025.3619578
- Primary Topic
- Virtual Reality Applications and Impacts
- Type
- article
- Field-Weighted Citation Impact
- 0.00