Organizations: Department of Applied Artificial Intelligence, Seoul National University of Science and Technology, Seoul, Republic of Korea · Department of Data Science, Seoul National University of Science and Technology, Seoul, Republic of Korea
In VR interactions with embodied conversational agents, users' emotional intent is often conveyed more by how something is said than by what is said. However, most VR agent pipelines rely on speech-to-text processing, discarding prosodic cues and often producing emotionally incongruent responses despite correct semantics. We propose an emotion-context-aware VR interaction pipeline that treats vocal emotion as explicit dialogue context in an LLM-based conversational agent. A real-time speech emotion recognition model infers users' emotional states from prosody, and the resulting emotion labels are injected into the agent's dialogue context to shape response tone and style. Results from a within-subjects VR study (N=30) show significant improvements in dialogue quality, naturalness, engagement, rapport, and human-likeness, with 93.3% of participants preferring the emotion-aware agent.
Figures & tables
Figure 1. Overview of the emotion-aware interaction pipeline in VR: The Emotion Recognition (ER) condition (left) injects Speech Emotion Recognition (SER)-derived labels into the LLM prompt to ensure affective congruence, whereas the Non-Emotion Recognition (NER) condition (right) relies solely on text. A comparative infographic showing two experimental pipelines. The left side (ER) shows speech input being processed through both STT and HuBERT-based SER to create an emotion-aware prompt for a VR avatar. The right side (NER) shows a standard text-only pipeline bypassing emotion recognition. Outcomes indicate higher rapport and engagement for the ER condition.
Figure 2. Comparison between the Emotion Recognition (ER) and Non-Emotion Recognition (NER) conditions across evaluation metrics. (A) Human–agent interaction quality (HAI: Naturalness, Engagement, Rapport, Human-likeness, Synchrony). (B) System performance and quality (Dialogue Quality, Emotional Responsiveness, Reuse Intention). (C) Emotional response (SAM: Valence, Arousal, Dominance). (D) User experience (UEQ subscales). (E) Intrinsic motivation (IMI: Value/Usefulness, Interest/Enjoyment, Effort/Importance). Boxplots indicate medians, interquartile ranges, and 1.5 × IQR whiskers; circles denote outliers. Significance markers denote paired comparisons: * p<.05 , ** p<.01 , *** p<.001 . A five-panel figure of boxplots comparing two conditions (ER vs NER) on multiple questionnaire-based metrics. Panel A shows higher ER scores on naturalness, engagement, rapport, and human-likeness, with no clear difference on synchrony. Panel B shows higher ER scores on Dialogue quality, emotional responsiveness, and reuse intention. Panel C shows higher ER valence and arousal, with similar dominance. Panel D shows a small advantage for NER on attractiveness with minimal differences on other UEQ subscales. Panel E shows higher ER value/usefulness but higher NER interest/enjoyment, and similar effort/importance.
Appendix figures & tables4 assets
Supplementary material from the paper’s appendix.
Appendix
Figure 3. Interaction with the ER (Emotion-Recognition) Agent. The agent detects the user’s vocal prosody (Happy, Sad, Angry) and generates an affectively congruent response, recognizing the emotional intent behind the neutral text.
Figure 4. Interaction with the NER (Non-Emotion-Recognition) Agent. The agent relies solely on semantic content, ignoring vocal cues. Consequently, it provides factual or generic responses about "rain" regardless of the user’s emotional tone.
ID
Utterance
Emotionally Neutral Utterances
S1
The professor set the classroom air conditioner to the lowest temperature.
S2
The professor set the classroom online instead of in person.
S3
I am the only one left in the study room.
S5
We were supposed to eat out today, but we ordered chicken instead.
S6
The professor said I have to present first.
Appendix
Table 1. List of Neutral and Biased Utterances used in the experiment.
As embodied agents take on increasingly social and relational roles in VR, visual realism and embodiment alone may be insufficient; users must also perceive these agents as emotionally attuned, supportive, and humanlike. Prior work suggests that verbal attunement and nonverbal mimicry can each improve users' social evaluations of embodied agents. However, behavioral mimicry has largely been studied outside of real-time, conversational AI interactions, leaving limited understanding of how users respond when an agent simultaneously generates contextually responsive dialogue and adapts its nonverbal behavior during an immersive conversation. To address this gap, we developed an embodied AI counselor that combines conversational AI with real-time facial-expression and posture mimicry, while producing either verbally attuned or neutral responses. We evaluated the system in a 2 X 2 within-subjects study with 20 participants, manipulating verbal attunement and behavioral mimicry. Results showed that verbal attunement was the most reliable driver of perceived empathy. Behavioral mimicry showed a marginal relationship with perceived humanness, while greater mimicry exposure showed preliminary, exploratory positive associations with empathy, positivity, and humanness, particularly among female participants. Together, these findings show that multimodal synchrony is not a simple additive strategy for designing empathic conversational agents in VR and underscore the need to consider how verbal and nonverbal behaviors are combined during real-time interaction.
Understanding human states and interaction dynamics is a core goal of human-computer interaction (HCI). As interaction paradigms become more immersive, virtual reality (VR) has emerged as a powerful platform for studying collaborative work. In such settings, evaluating team collaboration states, including team performance and team resilience, requires continuous and reliable inference of latent team-level cognitive and affective states from multi-modal sensor data, such as speech signals. However, generating ground truth labels for these latent states remains challenging due to sensor-induced noise, contextual variability, and sparse expert annotations. Traditional self-reporting approaches provide only static and delayed measurements and are therefore insufficient for capturing dynamic team processes reflected in continuous speech data. In this work, we propose a large language model (LLM)-driven, agentic inference workflow for automated emotion-related synthetic ground truth generation from streaming speech data in multi-user VR environments. Leveraging the generalization capabilities of LLMs, we use In-Context Learning (ICL) with few-shot demonstrations of paired audio-based samples and their corresponding transcriptions. ICL tends to achieve task adaptation comparable to model fine-tuning while circumventing the computational overhead of parameter updates. To construct informative and robust in-context prompts, we adopt a retrieval-based selection strategy that dynamically identifies relevant audio demonstrations based on similarity in the acoustic feature space.
Qing Huang, Pooja Pol, Jianing Zhang
School of Business, Technical University of Applied Sciences Augsburg, Friedberger Str. 4, 86161 Augsburg, Germany · Data Science und Autonome Systeme Technologietransferzentrum (TTZ), An der Schmiede 19, 86899 Landsberg am Lech, Germany
Empathetic spoken dialogue systems require not only semantically appropriate responses but also emotionally aligned prosodic expression. However, cascade pipelines often discard acoustic cues during speech-to-text conversion, while end-to-end speech models lack interpretable control over emotion and knowledge integration. To address these challenges, we propose PRISM, a multi-agent framework for empathetic spoken dialogue that decouples speech perception, response generation, and speech synthesis into coordinated components. PRISM introduces a prosody-to-language translation mechanism to stabilize large language model reasoning and enables on-demand invocation of external knowledge tools for empathetic dialogue generation. Experimental results demonstrate that PRISM achieves consistent improvements in empathy, prosodic appropriateness, and text response generation quality across objective and subjective metrics. Our code is available at: https://github.com/Bxzfrm/PRISM.
Wen Zhang, Xiaocui Yang, Zhuoyue Gao +3
School of Computer Science and Engineering, Northeastern University, Shenyang 110819, China