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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Skills Development among People with Neurodevelopmental Disorders</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Pietro Ammaturo</string-name>
          <email>pietro.ammaturo@mail.polimi.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Giulia Valcamonica</string-name>
          <email>giulia.valcamonica@polimi.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Francesco Vona</string-name>
          <email>Francesco.Vona@hshl.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Franca Garzotto</string-name>
          <email>franca.garzotto@polimi.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="editor">
          <string-name>D-SAIL Workshop - Transformative Curriculum Design: Digitalisation, Sustainability, and AI Literacy for 21st Century Learning,</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Storytelling</institution>
          ,
          <addr-line>Tangible Interfaces, Neurodevelopmental Disorders</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Applied Sciences Hamm-Lippstadt</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Workplace Skills Development, Conversational Assistant, Large Language Models</institution>
          ,
          <addr-line>Cross Reality, Interactive</addr-line>
        </aff>
      </contrib-group>
      <fpage>41</fpage>
      <lpage>49</lpage>
      <abstract>
        <p>This paper explores a novel approach to promote workplace skills development among individuals with Neurodevelopmental Disorders (NDDs). The work focuses on combining several technologies such as Interactive Storytelling (IS), Extended Reality (XR), tangible interfaces, and Large Language Models (LLMs). Each of these technologies has individually shown potential in education and professional training, and has been demonstrated to support social, cognitive, and practical skills in individuals with NDDs. This paper investigates how they can be integrated into a single, unified experience. Following a thorough analysis of the State of the Art, a pioneer application was co-designed together with therapists and end users, aiming to align the final system with real needs and expectations. The resulting design, named QuesTaleXR, was implemented using cutting-edge technologies to support a Cross-Reality interactive story-telling experience enhanced by a LLM-based virtual Neurodevelopmental disorders (NDDs) are a group of conditions that typically manifest early in development, usually in early childhood [1]. NDDs are characterized by developmental deficits that produce impairments in personal, social, academic, or occupational functioning. These impairments can afect efective communication and hinder the development of essential skills [ individuals with ASD exhibit deficits in communication and social interaction, which are core diagnostic characteristics of the condition. As a result, many individuals with ASD struggle with social integration and independent functioning in daily life. These limitations significantly impact their ability to achieve autonomy, particularly in educational and workplace settings. Consequently, over 80% of autistic individuals remain unemployed [3], highlighting a critical need for efective support strategies. Through technology, it is possible to provide solutions that may improve the lives of people with ASD and their autonomy [4]. Extended Reality (XR) encompasses immersive technologies positioned along the Reality-Virtuality Continuum, a spectrum from the fully real to the fully virtual. Augmented Reality (AR) enhances the real world by overlaying digital content and maintaining a strong connection to physical surroundings. Augmented Virtuality (AV) moves further toward the virtual, embedding realworld elements within primarily digital environments. Cross Reality (CR) enables seamless interactions and transitions across real, augmented, and virtual spaces, ofering flexible, adaptive experiences that can be tailored to users' needs [5, 6]. Interactive storytelling (IST) is a form of storytelling that adapts 0009-0006-4182-5780 (P. Ammaturo); 0009-0007-0089-1594 (G. Valcamonica); 0000-0003-4558-4989 (F. Vona);</p>
      </abstract>
      <kwd-group>
        <kwd>rodevelopmental disorders</kwd>
        <kwd>Autism Spectrum Disorder(ASD) is one of the most common</kwd>
        <kwd>In general</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>CEUR
Workshop
Proceedings</p>
      <p>
        ceur-ws.org
ISSN1613-0073
to user choices. In particular, IST can take on a cooperative dimension, where multiple participants
contribute to shaping and advancing the narrative together, blending their perspectives into a shared
creative experience [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Role Play Games (RPGs) are a type of interactive storytelling where the player
is immersed inside the story as the protagonist and able to drive it in any direction they wish [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Large
Language Models (LLMs) are advanced AI systems designed to understand and generate human-like
text based on vast amounts of data. Crucially, through prompt engineering, developers can craft specific
input prompts that steer LLMs toward desired outputs, improving coherence and relevance. This
technique is especially powerful for story generation [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], even in multiparty scenarios [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. The goal of
this paper is to integrate the most efective elements of the approaches and technologies discussed to
create a formative experience for persons with NDDs. Specifically, we aim to implement a cooperative,
interactive storytelling environment enhanced by the capacity of LLMs to generate believable, unique,
and finely tuned narratives within a cross‐reality framework: transitioning from an initial augmented
reality paradigm to augmented virtuality, thereby enabling users to cooperatively construct their own
experiences as they unfold around them and fully embody the characters they choose to become. Given
the particular needs of our users, a storyteller and assistant—embodied as a multiparty chatbot—will
also be incorporated into the experience.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Work</title>
      <p>
        The broad field of interactive storytelling has attracted significant interest within the research community
due to the benefits of involving the user as an active participant in the storytelling experience. As
example, it has been observed that in role play scenarios, NDDs re-frame their lives as ones of heroism
and friendship, echoing what happens in the game narrative and in their character’s journey [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
Research has branched in several directions depending on the type of content, interaction paradigms,
and technologies employed. Some of the main areas explored include Tangible Storytelling, Storytelling
in XR, and the application of LLMs in storytelling. This chapter will review each of these branches
to uncover the principal gaps within the research landscape, both within each subfield and at the
intersections between them.
      </p>
      <p>
        It can be observed that while the field of tangible storytelling was deeply connected to storytelling in XR
during the early years of this century [
        <xref ref-type="bibr" rid="ref12 ref13">12, 13</xref>
        ], this connection has since weakened: only a few papers
[
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] continue to explore the integration of tangible elements with XR. One likely reason for this is the
shift from desktop-based XR to mobile-based solutions [
        <xref ref-type="bibr" rid="ref15 ref16">15, 16</xref>
        ], where users intuitively could not keep
their hands free during application usage. A similar factor was the initial reliance of most XR devices
on handheld controllers [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], which hindered natural hand interactions; efective hand recognition has
only been widely adopted with satisfactory results in recent years [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. This gap highlights the need
for further research in this area. Despite these limitations, both tangible and XR technologies have
independently demonstrated their value, each proving efective in its own way. Tangible interfaces, for
instance, have been used to improve social and behavioral skills in autism therapy [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], as well as to
enhance engagement, support communication, and promote socialization and cognitive development
[
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. In parallel, notable results have been achieved through the use of XR technology to boost social
interactions and communication skills [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], support autonomy [
        <xref ref-type="bibr" rid="ref21 ref4">21, 4</xref>
        ], and facilitate learning [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] in
NDDs. While some of these experiences have been adapted to support more advanced presence
paradigms—such as AR [
        <xref ref-type="bibr" rid="ref2 ref4">2, 4</xref>
        ]—a recent survey indicates that the use of these technologies remains
predominantly focused on focused on VR, which has been shown to be more immersive than AR
[
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. However, this emphasis does not justify the limited research into other technologies across the
Reality–Virtuality Continuum. Expanding the use of these intermediate paradigms opens opportunities
to create more socially immersive virtual experiences that do not isolate users from one another [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ].
Notably, paradigms closer to the virtual end, such as AV, have been found to be as immersive as VR—if
not more so [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]—and CR has demonstrated efectiveness in training contexts involving NDDs [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
While storytelling in XR is recognized as a promising research field, with studies showing notable results
for typical individuals [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ], relatively little attention has been given to the potential benefits for atypical
individuals. Only a few examples of storytelling applications in XR for NDDs can be found. This is in
clear contrast with the broader research community’s strong interest in leveraging XR technologies
to improve the lives of atypical users, as reflected in several comprehensive surveys. Furthermore,
among the few papers addressing this area, only the earlier works [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ] considered possible benefits for
social skills and cooperation, and even then, not as a primary focus. Other works concentrate instead
on attention training [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ] and emotion recognition [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ]. Large language models (LLMs) have been
used to generate stories, but they often struggle with coherency [
        <xref ref-type="bibr" rid="ref10 ref30">30, 10</xref>
        ]. Research has adopted diverse
approaches to solving this problem, but a common factor among them is the use of a story structure
— either represented as a series of steps toward a goal, organized using planning models [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ], or as
narrative chains of distinct elements [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ]. The integration of LLMs into storytelling remains at an early
stage. Storytelling is known to have a positive impact on individuals who engage with it, and with the
power of AI models, there is significant potential to create tools that address specific needs, particularly
for individuals with NDDs [
        <xref ref-type="bibr" rid="ref30 ref33">30, 33</xref>
        ].
      </p>
      <p>In summary, recent research in interactive storytelling has predominantly focused on individual
technologies rather than on integrated or hybrid approaches. Only a handful of studies explore intersections
between any two of Tangible Storytelling, XR, and LLMs—and none address all three simultaneously.
This gap is even more pronounced for atypical users, where almost every study remains confined to a
single technological modality. Moreover, the few XR applications designed to enhance autonomy for
atypical individuals are almost exclusively VR-based, single-player experiences that lack any storytelling
component—highlighting yet another critical void in the literature.</p>
    </sec>
    <sec id="sec-3">
      <title>3. QuesTaleXR</title>
      <p>QuesTaleXR is a cooperative storytelling application built on cross-reality principles, its goal is to
help users with neurodevelopmental disorders to learn to communicate, negotiate, and collaborate
in a real-world context through a shared narrative. To engage in QuesTaleXR activities, the only
hardware requirement is two Meta Quest 3 devices with camera access enabled. The application
runs on Unity, a well-known game engine, and uses Photon Fusion for synchronization between
headsets. The chatbot uses OpenAI’s GPT-4o to generate responses, along with speech-to-text and
text-to-speech modules that serve as the assistant’s ears and voice. Interactions revolve around tangible
cards marked with QR codes, which users place in a selection area to make choices and progress
through the experience. This tangible-to-virtual mapping ofers key advantages: it grounds abstract
decisions in concrete actions while allowing visual and audio feedback. However, the reliance on
physical cards and QR recognition requires suficiently large cards and adequate lighting to allow
MetaQuest3 cameras to detect them. The augmented virtuality paradigm is realized through three
passthrough windows—cutouts in the virtual environment that reveal portions of the real world behind them:
User Window: Placed directly in front of each user, this window frames the other participant,
allowing users to see one another while immersed in the virtual scene.</p>
      <p>Table Window: Positioned just above the table, it ensures correct visualization of the real-world table
surface and the physical cards used during the experience.</p>
      <p>Floor Window: Located at floor level beneath the user’s feet, this window serves a dual purpose: it
reveals the user’s real body and the actual floor, preserving spatial grounding and body awareness.
QuesTaleXR’s LLM-powered virtual assistant is driven by two tiers of contextual information plus a
stream of real time event alerts.</p>
      <p>Global Context: Defined once at the session start by a system prompt, it contains the general rules of
the application, which are provided by the assistant as part of its initial context upon application start.
In addition to conveying general information, this layer also references the other layers, explaining
how they function. It essentially acts as metadata for the assistant.</p>
      <p>Current Context: It consists of two distinct parts: the current game state, which carries forward
details—such as the agreed setting or selected roles— and task-specific information, which changes at
the start of each phase (setup, name selection, world selection, character choice, and theater). Both are
appended at the end of the general rules. While the game state is briefly explained in the general layer
and follows a self-explanatory naming convention, the task-specific information may reference specific
ifelds of the game state to provide more targeted instructions.</p>
      <p>Event Alerts: The application uses messages diferently from simple chatbots. There are two main
distinctions. First, user messages are labeled so the assistant can distinguish among users, thereby
enabling multiparty functionality. Second, there are special messages called ”events,” which do not
represent user-sent messages but instead specific occurrences. Some of these messages are also labeled,
ensuring player-specific events are recognized by the assistant (e.g., “User 1 inactive for a long time,”
“Cards conflict,” “Invalid selection”). These events are generated by interaction handlers and sent as
special user messages to trigger immediate, phase-appropriate responses.</p>
      <p>The assistant relies on components that allow it to talk with the users, more specifically: text-to-speech,
which allows it to speak to users; speech-to-text, which enables it to listen to users.
QuesTaleXR begins the moment two participants put on MetaQuest3 headsets and face each
other across a real table. A caregiver simply places a QR marker at the center, and as soon as
it’s scanned, the virtual assistant, the selection pad, and the selection areas appear in augmented
reality. From this anchored starting point, the system seamlessly guides users through each step of a
cooperative story. The experience unfolds in five scafolded phases:
Introduction: The Virtual Assistant (Figure 1) presents himself and the experience, explaining how to
use the selection areas and the microphone card—the primary way for users to interact directly with
him.</p>
      <p>Name Selection: Each person places a microphone card and speaks their name; hearing it echoed back
builds comfort without forcing direct peer conversation (Figure 2).</p>
      <p>World Selection: Users have to agree and select the same environment cart among the proposed one
(Figure 3). The chatbot mediates eventual disagreements until both users agree on the same card. The
selected choice is added into the LLM’s narrative context and the system view updates, allowing both
users to visualize their world at real-life scale.</p>
      <p>Character Selection: Before entering in the chosen world, users must select their roles (Figure 4). The
roles depends on the selected world, and the two players cannot select the same role.
Theater: The experience transitions from Augmented Reality to Augmented Virtuality: the selected
environment surrounds the users, yet they can still see the real table, the physical cards, and the other
player. This marks the culmination of the interactive storytelling experience, which evolves into a
role-playing game where participants are immersed within the virtual world. In this phase, players
embody their characters, trade virtual items, and complete a brief cooperative task guided by the gentle
narration of the Virtual Assistant.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Conclusions and Future Work</title>
      <p>This paper presents innovative approaches to integrating various interaction paradigms, with the goal
of enhancing the ability of individuals with NDD to engage more efectively in the workforce, while
improving their autonomy and communication skills.</p>
      <p>The primary contribution of this work lies in the design strategy of a context-aware multiparty chatbot,
which facilitates dynamic interactions among virtual and tangible elements, leveraging the MetaQuest3
camera access. Additionally, the paper introduces a cooperative storytelling approach in extended
reality (XR) environments to enhance immersion, particularly within training applications.
While the application has not yet been tested with a suficiently large user base, it has been co-designed in
collaboration with the primary stakeholders, including individuals directly impacted by ASD, caregivers,
and various specialized centers.</p>
      <p>However, it is important to acknowledge certain limitations related to the technology, privacy, and
safety. These include challenges in the reliability of responses provided by the virtual assistant, the
efectiveness of recognizing tangible elements in the environment, and ensuring the protection of user
data. Furthermore, the integration of AI raises concerns around user consent, data protection, and
ethical considerations, all of which will need to be carefully addressed as the system evolves.
In the near future, we plan to conduct rigorous testing to assess the application’s usability, cognitive
load, performance of the virtual assistant, and overall sense of presence.</p>
      <p>It is important to note that, due to the innovative nature of this approach, a direct comparison between
the developed application and other existing solutions is currently not feasible. Rather, the primary
objective of this application is to serve as a foundational prototype—a stepping stone for future research
and development. It aims to establish a standard for the design and development of similar cross-reality,
large language model (LLM)-powered, cooperative storytelling applications in training contexts.</p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgments</title>
      <p>This work was supported by the Italian National Recovery and Resilience Plan (PNRR), Mission 4,
Component 2, Investment 1.1, funded by the European Union – NextGenerationEU, under the PRIN
2022 project ”A Technology-driven linguistic intervention for children with language and literacy
weaknesses”, CUP: B53D23014380006.</p>
    </sec>
    <sec id="sec-6">
      <title>Declaration on Generative AI</title>
      <p>During the preparation of this work, the authors used Chat-GPT-4 in order to: Grammar and spelling
check. After using the tool/service, the authors reviewed and edited the content as needed and take full
responsibility for the publication’s content.</p>
    </sec>
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