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.

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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
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article

LLM-Integrated VR NPCs to Support Social Presence and Engagement in a Viking Museum

Mathias Øgaard Brams Niebuhr, Rasmus Odgaard, I. Nikolov, M. B. Nielsen et al.
IEEE Transactions on Games
Virtual Reality Applications and Impacts
article

LLM-Integrated VR NPCs to Support Social Presence and Engagement in a Viking Museum

Mathias Øgaard Brams Niebuhr, Rasmus Odgaard, I. Nikolov, M. B. Nielsen, Rasmus Kanne Mikkelsen
article en

Abstract

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.

IEEE Transactions on GamesVol. 17(4)
Aalborg University (DK)
Openalex Percentile: Top 72%
Virtual Reality Applications and Impacts
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