Papers for
vr training developers
Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.
Robot helper improves human control of ungovernable swarms in virtual reality
Mediating Human-Swarm Interactions Through a Robot Helper: A Shepherding-Inspired Approach
Abstract: This work investigates human-swarm interaction (HSI) for steering large collectives through an intermediary robot helper. While prior robot-swarm control and HSI techniques commonly assume swarm members are addressable, these assumptions often fail for ``ungovernable'' swarms such as wildlife flocks and schools of fish. Motivated by pastoral shepherding, we compare low-level teleoperation to a higher-autonomy motion-primitives interface in a virtual reality (VR) shepherding task under varied swarm cohesion dynamics. Results indicate that motion primitives that operate on collective shape (e.g., boundary-based control) improve task performance and reduce perceived workload.
Multiple agents boost user confidence in VR evacuation training
Influence of Agent Number and Behavior on Users' Psychological Responses in VR Evacuation Training
Abstract: This study aims to build effective drill software by combining a virtual simulation of a disaster with multiple agents capable of expressing emotions. We evaluated how the number of agents and their emotional and behavioral actions during evacuation influence users in a virtual space. The results showed that users tended to act more confidently when many agents evacuated with them, and that the evacuation route chosen by the agents influenced the users' decision-making. These findings indicate that users' evacuation behavior is shaped not only by the environment itself but also by the collective behavior of surrounding agents, underscoring the need to consider how agent behavior affects users' psychological states during training.
VR system uses AI to help teach stage lighting more effectively
LumiNote: LLM-Assisted Multimodal Instruction for VR Stage Lighting Education
Abstract: Stage lighting education requires instructors to bridge abstract concepts, technical operations, and learner-understandable representations. While Virtual Reality (VR) removes physical constraints, existing systems provide limited support for live instruction. We present LumiNote, an LLM-assisted VR system that transforms spoken pedagogical intent into instructor-reviewable spatial annotations, executable demonstrations, and linguistic support. In an exploratory study with 3 instructors and 24 students, we examined how instructors incorporated LumiNote into familiar lighting topics and how students received the resulting representations. We found LLM assistance most valuable for expressive, under-specified goals, but requiring greater expert intervention for fixture-specific or spatial configuration requests. Instructors engaged with generated suggestions as a controllable refinement process, shifting effort from manual setup toward pedagogical expression. However, representations that externalized expert reasoning did not always align with novice comprehension. These findings characterize LLM-assisted VR instruction as a domain-grounded mediation process among expert expression, executable operations, and learner-facing representations.