# Signals of AI Hallucination: Designing Hallucination-Aware Cues for Embodied Conversational Agents in VR

arXiv: https://arxiv.org/abs/2609.28812 · HTML: https://mlsanity.com/paper/2609.28812/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in Multimodal and embodied agents, one of 16 directions in LLM agents and tool use.
- Builds on 17 of its 76 references that are in the map.
- First posted on arXiv 23 Sep 2026.

## Placed in

- LLM agents and tool use / [Multimodal and embodied agents](https://mlsanity.com/agents/multimodal-and-embodied-agents/)

## Builds on (most cited first, 17 of 17)

- [A Survey on Large Language Model based Autonomous Agents](https://mlsanity.com/paper/2308.11432/) (2023)
- [A Survey on Hallucination in Large Language Models: Principles, Taxonomy, Challenges, and Open Questions](https://mlsanity.com/paper/2311.05232/) (2023)
- [SelfCheckGPT: Zero-Resource Black-Box Hallucination Detection for Generative Large Language Models](https://mlsanity.com/paper/2303.08896/) (2023)
- [Does the Whole Exceed its Parts? The Effect of AI Explanations on Complementary Team Performance](https://mlsanity.com/paper/2006.14779/) (2020)
- [Chain-of-Verification Reduces Hallucination in Large Language Models](https://mlsanity.com/paper/2309.11495/) (2023)
- [Effect of Confidence and Explanation on Accuracy and Trust Calibration in AI-Assisted Decision Making](https://mlsanity.com/paper/2001.02114/) (2020)
- [QAFactEval: Improved QA-Based Factual Consistency Evaluation for Summarization](https://mlsanity.com/paper/2112.08542/) (2021)
- [The Debate Over Understanding in AI's Large Language Models](https://mlsanity.com/paper/2210.13966/) (2022)
- [Towards a Science of Human-AI Decision Making: A Survey of Empirical Studies](https://mlsanity.com/paper/2112.11471/) (2021)
- [Fostering Appropriate Reliance on Large Language Models: The Role of Explanations, Sources, and Inconsistencies](https://mlsanity.com/paper/2502.08554/) (2025)
- [RELIC: Investigating Large Language Model Responses using Self-Consistency](https://mlsanity.com/paper/2311.16842/) (2023)
- [Robust Hallucination Detection in LLMs via Adaptive Token Selection](https://mlsanity.com/paper/2504.07863/) (2025)
- [Facilitating Human-LLM Collaboration through Factuality Scores and Source Attributions](https://mlsanity.com/paper/2405.20434/) (2024)
- [HoT: Highlighted Chain of Thought for Referencing Supporting Facts from Inputs](https://mlsanity.com/paper/2503.02003/) (2025)
- [ELLMA-T: an Embodied LLM-agent for Supporting English Language Learning in Social VR](https://mlsanity.com/paper/2410.02406/) (2024)
- [Investigating Direct Manipulation of Graphical Encodings as a Method for User Interaction](https://mlsanity.com/paper/1908.00679/) (2019)
- [Behavioral and Symbolic Fillers as Delay Mitigation for Embodied Conversational Agents in Virtual Reality](https://mlsanity.com/paper/2508.11781/) (2025)

## Abstract (arXiv)

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.
