研究者、AIの「幻覚」をユーザーに知らせる3種類の方法を提示(Researchers Offer Three Ways to Alert Users to AI Hallucinations with ‘Embodied’ Agents)

2029-6-09-30 ノースカロライナ州立大学(NC State)

ノースカロライナ州立大学(NC State)などの研究チームは、VR空間で会話する「身体化AIエージェント(Embodied Conversational Agent)」が誤情報(ハルシネーション)を発した際、利用者にその不確実性を伝える3種類の警告方法を比較した。24人の大学生を対象に、①エージェントのジェスチャーや姿勢、②アイコン表示、③色付きテキストと引用表示を実験した結果、3方式はいずれも警告なしの場合よりハルシネーションの識別を改善した。ジェスチャー方式はVRへの没入感とAIへの信頼が高く、テキスト方式は最も解釈しやすい一方、周囲の情報への注意を妨げた。アイコン方式は解釈性と没入感への影響のバランスが取れていた。研究は、VRにおけるAIの信頼性・不確実性を効果的に伝えるインターフェース設計に知見を提供する。なお、ジェスチャーの意味は文化によって異なる可能性があり、さらなる検証が必要とされている。

研究者、AIの「幻覚」をユーザーに知らせる3種類の方法を提示(Researchers Offer Three Ways to Alert Users to AI Hallucinations with ‘Embodied’ Agents)

<関連情報>

AI幻覚の兆候:VRにおける身体化された対話エージェントのための幻覚認識キューの設計 Signals of AI Hallucination: Designing Hallucination-Aware Cues for Embodied Conversational Agents in VR

Xiaoran Yang, Yang Zhan, Xie He, Yuxuan Huang, Yichen Yu, Zhuo Wang, Noboru Matsuda, Qiao Jin
arXiv  Submitted on 23 Sep 2026
DOI:https://doi.org/10.48550/arXiv.2609.28812
Presented: Oct. 8 at the IEEE International Symposium on Mixed and Augmented Reality in Bari, Italy

Abstract

LLM-powered conversational agents (CAs) often present uncertainty and provenance cues alongside their responses to help users assess response reliability and identify potential hallucinations. In immersive environments such as Virtual Reality (VR), CAs often take the form of speech-based embodied conversational agents (ECAs), where uncertainty and provenance cues cannot rely on persistent inline text and may be missed or disrupt comprehension when delivered through speech. We conducted a within-subjects study (N = 24) to compare three designs for presenting the hallucination-awareness information (uncertainty and provenance) in ECAs in VR against a no-cue baseline: embodied cues using gestures and posture, icon cues using visual indicators, and text cues using color-coded text with inline citations. We evaluated how these designs affect users’ ability to identify hallucination-related information, trust in the ECA, and interaction experience (immersion and task load). Our results show that all three designs support users in identifying hallucinations. Embodied cues were associated with higher trust and immersion, text cues offered clearer interpretability, and icon cues preserved relatively good interpretability while causing less disruption to immersion compared with embodied cues and text cues. This work contributes to the VR and AI research community by comparing different designs of hallucination cues in immersive ECA settings and examining how they affect users’ ability and experiences to identify hallucinations. It also offers practical insights and design implications for developing future hallucination-awareness interfaces for ECA.

1602ソフトウェア工学
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