Demo Data from VLDB 2026 / reviewers in the wild / expert
Sergei Viktorovich Smirnov
dblp:401/6679
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
1 paper |
Human-AI interaction · 100% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
virtual agents |
0.9 | 1 | 2025 | Immersive Tailoring of Embodied Agents Using Large Language Models · VR 2025 |
Human-AI interaction
conversational interaction |
0.3 | 1 | 2025 | Immersive Tailoring of Embodied Agents Using Large Language Models · VR 2025 |
Methods — techniques the papers use, named apart from their topics
text-to-speech · 1.7speech-to-text · 1.7large language model · 1.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Immersive Tailoring of Embodied Agents Using Large Language ModelsabstractLLM-based embodied agents are recently emerging in VR, supporting various scenarios such as pedagogical assistants, virtual companions, and NPCs for games. These agents hold potential to enhance user interactions but require thoughtful design to cater diverse user needs and contexts. We present an architecture that leverages different LLM modules to enable conversational interactions with an embodied agent in multi-user VR. Our system’s primary goal is to facilitate immersive tailoring through conversational input, allowing users to dynamically adjust an agent’s behavior and properties (e.g., role, personality, and appearance), directly within the virtual space, rather than during development or via separate interfaces. We evaluate the system’s performance, measuring latency during tailoring tasks, and share insights from a six-week study involving five users exploring various scenarios. While the approach shows promise, challenges remain, including reducing latency in the speech-to-text-to-speech pipeline and addressing the black-box limitations of LLMs, highlighting areas for future research. Andrea Bellucci, Giulio Jacucci, Kien Duong Trung, Pritom Kumar Das, Sergei Viktorovich Smirnov, Imtiaj Ahmed, Jean-Luc Lugrin |
VR | 5 |