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Main Authors: Kerle-Malcharek, Wilhelm, Biondi, Giulio, Klein, Karsten, Hailer, Ulf, Diefenbach, Steffen, Grosso, Fabrizio, Legittimo, Marco, Venuti, Paola, Binucci, Carla, Liotta, Giuseppe, Schreiber, Falk
Format: Preprint
Published: 2026
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Online Access:https://arxiv.org/abs/2603.23353
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author Kerle-Malcharek, Wilhelm
Biondi, Giulio
Klein, Karsten
Hailer, Ulf
Diefenbach, Steffen
Grosso, Fabrizio
Legittimo, Marco
Venuti, Paola
Binucci, Carla
Liotta, Giuseppe
Schreiber, Falk
author_facet Kerle-Malcharek, Wilhelm
Biondi, Giulio
Klein, Karsten
Hailer, Ulf
Diefenbach, Steffen
Grosso, Fabrizio
Legittimo, Marco
Venuti, Paola
Binucci, Carla
Liotta, Giuseppe
Schreiber, Falk
contents Immersive technologies, such as virtual and augmented reality, are transforming digital heritage by enabling users to explore and interact with culturally significant sites. It is now possible to view and augment digital twins, or digitally reconstructed versions of them, and to enable access to previously unreachable locations for a broader audience. Here, we investigate retrieval-augmented generation (RAG)-based avatars as an interface for accessing further information about digital cultural heritage objects while immersed in dedicated virtual environments. We present a requirement design space that spans the application realm, avatar personality, and I/O modalities. We instantiate it with a RAG system coupled to a conversational avatar in a virtual reality (VR) environment, using the Maxentius mausoleum from the 4th century AD as a case study, through which users gain access to curated on-demand information of the digitised heritage object. Our workflow utilises scholarly texts and enriches them with metadata. We evaluate various RAG configurations in terms of answer quality on a small expert-crafted question-answer set, as well as the perceived workload of users of a VR setup using such a RAG avatar. We demonstrate evidence that users perceive the overall workload for interacting with such an avatar as below average and that such avatars help to gain topical engagement. Overall, our work demonstrates how to utilise RAG-driven VR avatars for archaeological purposes and provides evidence that they can offer a pathway for immersive, AI-enhanced digital heritage applications.
format Preprint
id arxiv_https___arxiv_org_abs_2603_23353
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Design Space and Implementation of RAG-Based Avatars for Virtual Archaeology
Kerle-Malcharek, Wilhelm
Biondi, Giulio
Klein, Karsten
Hailer, Ulf
Diefenbach, Steffen
Grosso, Fabrizio
Legittimo, Marco
Venuti, Paola
Binucci, Carla
Liotta, Giuseppe
Schreiber, Falk
Human-Computer Interaction
Immersive technologies, such as virtual and augmented reality, are transforming digital heritage by enabling users to explore and interact with culturally significant sites. It is now possible to view and augment digital twins, or digitally reconstructed versions of them, and to enable access to previously unreachable locations for a broader audience. Here, we investigate retrieval-augmented generation (RAG)-based avatars as an interface for accessing further information about digital cultural heritage objects while immersed in dedicated virtual environments. We present a requirement design space that spans the application realm, avatar personality, and I/O modalities. We instantiate it with a RAG system coupled to a conversational avatar in a virtual reality (VR) environment, using the Maxentius mausoleum from the 4th century AD as a case study, through which users gain access to curated on-demand information of the digitised heritage object. Our workflow utilises scholarly texts and enriches them with metadata. We evaluate various RAG configurations in terms of answer quality on a small expert-crafted question-answer set, as well as the perceived workload of users of a VR setup using such a RAG avatar. We demonstrate evidence that users perceive the overall workload for interacting with such an avatar as below average and that such avatars help to gain topical engagement. Overall, our work demonstrates how to utilise RAG-driven VR avatars for archaeological purposes and provides evidence that they can offer a pathway for immersive, AI-enhanced digital heritage applications.
title Design Space and Implementation of RAG-Based Avatars for Virtual Archaeology
topic Human-Computer Interaction
url https://arxiv.org/abs/2603.23353