Exploration of Delays and Tonality for LLM-powered Game Narrators

Abstract
As Large Language Models (LLMs) are becoming more widely spread as part of games and interactive media, more research is needed in introducing them in areas where they can provide deeper immersion, interactivity, and customization. The role of LLMs as storytellers and narrators has the potential for just that however, not enough research has been done focusing on how users react to real-time storytelling by AI. In this research, we test several factors associated with integrating LLM narrators in an interactive experience. Namely, acceptable narration delay for intentional and unintentional user-triggered interactions, for exploration of an environment, and in connection with the importance of the objects in the environment, and finally, how these factors are connected to user perception of LLM narration tonality in a VR historical setting. As part of the results, we provide recommendations for acceptable delays in narration, connecting narration to objects, and the choice of tonality of the LLM.
Description

CCS Concepts: Human-centered computing → Virtual reality; Mixed / augmented reality; User studies; Auditory feedback; Hardware → Tactile and hand-based interfaces; Computer systems organization → Neural networks

        
@inproceedings{
10.2312:egve.20251348
, booktitle = {
ICAT-EGVE 2025 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments
}, editor = {
Jorge, Joaquim A.
and
Sakata, Nobuchika
}, title = {{
Exploration of Delays and Tonality for LLM-powered Game Narrators
}}, author = {
Lind, Arlonsompoon P.
and
Lind, Jonas B.
and
Sørensen, Mads W.
and
Jacobsen, Rasmus V.
and
Whitehead, Sebastian M.
and
Nikolov, Ivan
}, year = {
2025
}, publisher = {
The Eurographics Association
}, ISSN = {
1727-530X
}, ISBN = {
978-3-03868-278-3
}, DOI = {
10.2312/egve.20251348
} }
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