Emil Rimer

dblp:384/9214 · DBLP profile ↗
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4ranked-venue papers
2as first author
4since 2021 · last 2026
0009-0009-0284-6628ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 4 · 2 first-author · 4 since 2021
YearPublicationVenuePosition
2026 Quest of Aivengarde: Comparative Study of Player Experience Across LLM Dialogue Systems
Emil Rimer, Anthon Kristian Skov Petersen, Rasmus Ploug, Marco Scirea
FDG1
2025 Open-Ended NPC Dialogue Favors Casual Players: A Pilot Comparison of Three LLM-Driven Dialogue Systems
abstract
Non-player character (NPC) dialogue plays a crucial role in shaping the player experience in narrativedriven video games, influencing agency, immersion and story engagement. Despite the recent advancements in large language models (LLMs) for dynamic dialogue generation, few empirical studies have compared their impact across different dialogue system designs. This pilot study explores how LLM-driven dialogue systems affect the player experience using a custom-developed role-playing game (RPG) featuring four different dialogue designs; static control (CV), rephrase (A), hybrid (B) and fully open-ended (C). Behavioral data and post-game questionnaires were collected from 64 participants. Results indicate that fully open-ended dialogues led to significantly longer dialogue interactions and higher overall engagement, particularly among casual players, with the survey feedback highlighting its immersive and natural tone. These findings suggest that fully open-ended LLM-based dialogue in video games can enhance narrative depth and player involvement.
Rasmus Ploug, Emil Rimer, Anthon Kristian Skov Petersen, Marco Scirea
CoG2
2025 Talking to NPCs: Three LLM-Driven Approaches to Dynamic RPG Dialogue
abstract
Quest of Aivengarde is a custom-built roleplaying game (RPG) that features a traditional dialogue tree alongside three alternative systems, each incorporating large language models (LLMs) to varying degrees — ranging from rephrasing to fully open-ended conversations. The systems are embedded in a shared game world with consistent narrative and challenges, allowing direct comparison of their design trade-offs. The prototype is intended as a modular testbed for future research, offering a flexible framework to experiment with dialogue models in controlled, interactive settings.
Emil Rimer, Rasmus Ploug, Anthon Kristian Skov Petersen, Marco Scirea
CoG1
2024 Towards Interactive Evolutionary Camouflage Design
abstract
This project presents an evolutionary algorithm for texture generation that allows users to choose and manipulate camouflage patterns. The initial results of a pilot study provide some insight into usability and the users’ ability to replicate a target pattern. The result is an evaluation of gathered data showing user tendencies and how they engage with the system. These tendencies include significantly different completion times for target patterns varying in complexity. Additionally, participants mostly agreed that the tool is helpful for future games and objects other than camouflage skins. The findings suggest potential applications for artificial intelligence in enhancing user customization and design flexibility. Further research must address technical limitations and explore broader game industry implications.
Rasmus Ploug, Emil Rimer, Anthon Kristian Skov Petersen, Marco Scirea, Joseph Alexander Brown
CoG2