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AI and Emerging Technology Symposium

Ming Tang and Mikhail Nikolaenko will present “AI-Powered Digital Humans for Enhanced Interaction in Extended Reality” at the AI and Emerging Technology Symposium

Please join us at the Digital Technology Solutions:  AI and Emerging Technology Symposium at the University of Cincinnati.

The day-long event will explore topics around AI and robotic process automation; smart campus innovation; and extended reality, virtual reality, and augmented reality. More on UC News.

 

AI-Powered Talking Avatars for Enhanced Interaction in Extended Reality

Presenter. Ming Tang, Mikhail Nikolaenko. Feb. 20, 2025 in Tangeman University Center. 

This presentation explores two AI-driven talking avatars developed at the UC Extended Reality (XR) Lab, leveraging large language models (LLMs) for realistic interaction in XR environments. The XRLab Bot acts as a virtual tour guide, providing real-time engagement and navigation through the lab with spatial awareness, while the P&G Bot emulates a high-fidelity human likeness, delivering product expertise within a VR setting. These bots highlight advancements in AI, LLMs, and XR, showcasing potential applications in education, customer service, and smart campuses. The presentation will cover AI-driven navigation, multi-client architecture, and XR integration for immersive digital experiences. The session will showcase AI-driven navigation and interaction, demonstrating the bot’s capabilities in translating speech-to-text using Whisper AI, retrieving responses from ChatGPT, and interpreting real-time visitor needs and spatial data to guide users throughout XRLab. It will explore the multi-client, real-time architecture by sharing insights on managing multiple Unreal and Python clients with a central server, coordinating bot actions, face tracking, and area-specific responses in real-time. The discussion will highlight XR integration and smart campus applications, emphasizing the bot’s adaptability within XR platforms using Unreal Engine and its potential for virtual and augmented reality applications in campus tours, orientations, and educational experiences. Additionally, the session will discuss LLM-driven conversational AI, utilizing advanced models to power sophisticated, natural language interactions with users. High-fidelity 3D avatar creation will be addressed, focusing on crafting detailed, lifelike avatars capable of mimicking human expressions and movements. It will also cover customizable AI for chat avatars, enabling personalized, AI-driven avatars tailored to specific user preferences and needs. Interactive avatars with facial animation and motion capture will be demonstrated, showing how avatars can exhibit dynamic facial expressions and reactions during interactions. The session will also explore metaverse creation, showcasing the development of immersive, interconnected virtual worlds where users can interact through their avatars. Finally, the discussion will include virtual reality (VR) and augmented reality (AR) environments and experiences, highlighting their ability to blend digital content with the physical world or create entirely virtual spaces.

High-fidelity digital human.

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GRO

Virtual Reality Training on Issues of Youth Firearm Possession.

PI. Tang. $20,000. 8/5/2024-8/4/2025.

Funded by the God.Restoring.Order (GRO) Community, this research project will develop two VR scenarios that simulate environments designed to educate youth on applying critical skills in risky situations.

Team: Ming Tang, XR-Lab, Aaron Mallory, GRO.

The XR-Lab is excited to collaborate with the GRO community to leverage cutting-edge XR technologies to develop a virtual reality (VR) training app that enhances the curriculum by reinforcing key skills through immersive VR activities. Together, we will assess the feasibility of integrating VR technology into the GRO’s training program, engaging users with a compelling narrative while equipping them with practical knowledge for real-world application.

 

        


paper on XR conference

Two papers were presented and published at the 2024 International Conference on eXtended Reality. XR Salento 2024.

Tang, Ming, Mikhail Nikolaenko, Evv Boerwinkle, Samuel Obafisoye, Aayush Kumar, Mohsen Rezayat, Sven Lehmann, and Tamara Lorenz. “Evaluation of the Effectiveness of Traditional Training vs. Immersive Training: A Case Study of Building Safety & Emergency Training.” Paper presented at the International Conference on eXtended Reality (XR SALENTO 2024), Lecce, Italy, September 4-9, 2024. The paper is published in the Springer Link proceeding book

Virtual Reality (VR) has revolutionized training across healthcare, manufacturing, and service sectors by offering realistic simulations that enhance engagement and knowledge retention. However, assessments that allow for evaluation of the effectiveness of VR training are still sparse. Therefore, we examine VR’s effectiveness in emergency preparedness and building safety, comparing it to traditional training methods. The goal is to evaluate the impact of the unique opportunities VR enables on skill and knowledge development, using digital replicas of building layouts for immersive training experiences. To that end, the research evaluates VR training’s advantages and develops performance metrics by comparing virtual performance with actions in physical reality, using wearable tech for performance data collection and surveys for insights. Participants, split into VR and online groups, underwent a virtual fire drill to test emergency response skills. Findings indicate that VR training boosts urgency and realism perception despite similar knowledge and skill acquisition after more traditional lecture-style training. VR participants reported higher stress and greater effectiveness, highlighting VR’s immersive benefits. The study supports previous notions of VR’s potential in training while also emphasizing the need for careful consideration of its cognitive load and technological demands.

 

Tang, M., Nored, J., Anthony, M., Eschmann, J., Williams, J., Dunseath, L. (2024). VR-Based Empathy Experience for Nonprofessional Caregiver Training. In: De Paolis, L.T., Arpaia, P., Sacco, M. (eds) Extended Reality. XR Salento 2024. Lecture Notes in Computer Science, vol 15028. Springer, Cham. https://doi.org/10.1007/978-3-031-71704-8_28 

This paper presents the development of a virtual reality (VR) system designed to simulate various caregiver training scenarios, with the aim of fostering empathy by providing visual and emotional representations of the caregiver’s experience. The COVID-19 pandemic has increased the need for family members to assume caregiving roles, particularly for older adults who are at high risk for severe complications and death. This has led to a significant reduction in the availability of qualified home health workers. More than six million people aged 65 and older require long-term care, and two-thirds of these individuals receive all their care exclusively from family caregivers. Many caregivers are unprepared for the physical and emotional demands of caregiving, often exhibiting clinical signs of depression and higher stress levels.

The VR system, EVRTalk, developed by a multi-institutional team, addresses this gap by providing immersive training experiences. It incorporates theories of empathy and enables caregivers to switch roles with care recipients, navigating common scenarios such as medication management, hallucinations, incontinence, end-of-life conversations, and caregiver burnout. Research demonstrates that VR can enhance empathy, understanding, and communication skills among caregivers. The development process included creating believable virtual characters and interactive scenarios to foster empathy and improve caregiving practices. Initial evaluations using surveys showed positive feedback, indicating that VR training can reduce stress and anxiety for caregivers and improve care quality.

Future steps involve using biofeedback to measure physiological responses and further investigating the ethical implications of VR in caregiving training. The ultimate goal is to deploy VR training in homes, providing family caregivers with the tools and knowledge to manage caregiving responsibilities more effectively, thereby enhancing the quality of life for both caregivers and care recipients.

 

Poster in AHFE conference

Nancy Daraiseh, Aaron Vaughn, Ming Tang, Mikhail Nikolaenko, Madeline Aeschbury, Alycia Bachtel, Camryn Backman, Chunyan Liu, Maurizio Macaluso . Using Virtual Reality to Enhance Behavioral Staff Training for Interacting with Aggressive Psychiatric Patients. Poster. The 15th International Conference on Applied Human Factors and Ergonomics (AHFE 2024). Nice, France, July 24-27, 2024.

Objective: To conduct a pilot study to enhance staff training and confidence when interacting with aggressive psychiatric patients using a virtual reality (VR) training module depicting an escalating patient scenario.

Significance: Dysregulated emotional outbursts, reactive aggression, and self-injurious behaviors are common in psychiatrically hospitalized patients. These behaviors result in aggressive patient interactions (APIs) which are associated with increased risk of harm to the patient and staff. Minimal research has examined interventions for successful training to effectively reduce or prevent API events and subsequent harm. Despite intensive, standardized trainings in crisis de-escalation protocols, staff continue to experience high rates of API injuries. More realistic training and competency in a safe environment to practice implementation and utilization of de-escalation strategies to avoid APIs and patient harm are needed.

Methods Using a pre – post, quasi-experimental design, 40 Behavioral Health Specialists and Registered Nurses at a pediatric psychiatric facility will participate in VR training depicting a commonly experienced scenario when interacting with an aggressive patient. Participants are stratified by job experience, sex, and VR experience. Study aims are to: i) assess the feasibility and usability of VR training among this population and ii) obtain measures of learner satisfaction and performance. Surveys measure usability, learner satisfaction, and coping with patient aggression. Pre- and post-performance in training will be compared and assessed by percent correct answers on the first attempt; time to correct answer; and the number of successful and unsuccessful attempts.

Preliminary Results (full analyses in progress): Preliminary survey results (N=14) show that 64% perceived the VR experience to be consistent with their real-world experiences: 87% agree that the VR training would help with interactions with aggressive patients: 71% reported the training was effective in identifying de-escalation strategies: 79% stated the training was effective in recognizing stages of patient crisis; training included important skills used in their job; and would recommend the training. Finally, 100% would participate in future VR trainings.

Anticipated Conclusions: We plan to show that using VR to supplement in-place training programs for high-risk situations can improve users’ understanding of essential de-escalation and crisis techniques. We anticipate results will show an enhanced ability and confidence when interacting with aggressive patients. Future studies will expand on results and examine implications on staff and patient harm. 

Check more information on the  VR-based Employee Safety Training. Therapeutic Crisis Intervention Simulation