Generative AI for authoring immersive Virtual Reality learning experiences

Thesis Description & Objectives

Recent advances in Generative Artificial Intelligence are opening new possibilities for the design and development of immersive Virtual Reality (VR) learning experiences. Traditional VR authoring pipelines rely heavily on manual processes, including 3D modelling, scripting, and scenario design, which limit scalability, adaptability, and responsiveness to evolving training needs. At the same time, generative AI techniques are increasingly being integrated into VR systems to automate the creation of environments, assets, and interactions, enabling more dynamic and personalized experiences.
This thesis aims to investigate the integration of Generative AI into VR-based training systems, with the objective of automating the creation of virtual environments, interactive objects, and narrative logic. The work will explore how textual or semantic inputs can be leveraged to generate coherent VR experiences by combining generative models with procedural content generation techniques. In particular, hybrid approaches will be considered, where text prompting guides the generation process while procedural systems enforce constraints, consistency, and scalability of the resulting environments.
The student will design and develop prototype systems supporting semi-automatic or fully automatic authoring of VR training scenarios. This includes the integration of large language models for scenario generation, generative models for 3D asset creation, and procedural methods for assembling environments and interactions. Particular attention will be devoted to the interaction between generative and procedural components, the definition of intermediate representations, and the design of prompting strategies for controllable and reliable generation.
The developed systems will be evaluated through both qualitative and quantitative analyses, considering factors such as generation quality, coherence of the resulting experiences, adaptability to different training contexts, and usability. The expected outcome is a reduction in development time and cost for immersive training applications, along with contributions toward a structured framework for integrating Generative AI and procedural techniques into VR authoring pipelines, supporting scalable and adaptive training systems.
References:
[1] Y. Song, K. Wu, and J. Ding, “Developing an immersive game-based learning platform with generative artificial intelligence and virtual reality technologies – “LearningverseVR,” in Computers & Education: X Reality 4, 2024, pp. 1-7. doi: 10.1016/j.cexr.2024.100069.
[2] X. Mao, “Procedural Content Generation via Generative Artificial Intelligence,” arXiv:2407.09013, 2024, pp. 1-15, doi: 10.48550/arXiv.2407.09013.
[3] F. Rahimi, A. Sadeghi-Niaraki, and S. Choi “Generative AI Meets Virtual Reality: A Comprehensive Survey on Applications, Challenges, and Future Direction,” in IEEE Access, vol. 13, pp. 94893-94909, 2025, doi: 10.1109/ACCESS.2025.3574779.

Advisors

Fabrizio Lamberti

Fabrizio Lamberti

Full Professor, Head of the Group

Davide Calandra

Davide Calandra

Fixed-term Assistant Professor

Federico De Lorenzis

Federico De Lorenzis

Research Assistant

Proposal Details

PoliTo Thesis ID #16196
PoliTo Thesis Page →
Application Deadline 05/15/2027
Keywords