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◆ Mesopotamian Journal of Computer Science2025-10-10· Virtual reality

Agentic AI-Enhanced Virtual Reality for Adaptive Immersive Learning Environments

Indra Kishor, Udit Mamodiya, Mohammed Almaayah, Amer Alqutaish, Rami Shehab, Theyazn H. H. Aldhyani

原始摘要(英文原文)· Original abstract
Immersive learning using Virtual Reality (VR) has gained prominence for delivering experiential, engaging education. However, most VR learning environments lack real-time adaptability, personalization, and cognitive responsiveness. This study presents an Agentic AI-enabled VR framework that autonomously adjusts pedagogical content, interaction style, and challenge level based on learner behavior, emotions, and performance feedback. The proposed system integrates a reinforcement learning-based agent with a virtual reality module to form an intelligent tutor capable of independent decision-making. A neuro-symbolic model processes multi-modal feedback (gesture, speech, gaze, performance) to determine context-aware pedagogical strategies. The system employs a self-evolving curriculum logic that adapts in real time. Experiments are conducted using Unity3D integrated with Python-based RL agents and simulated student models. Results demonstrate a 35.7% improvement in learner retention and a 42.1% reduction in cognitive overload compared to traditional static VR systems. The agent successfully personalized 92.3% of scenarios without human intervention. Emotional adaptivity and dynamic pacing showed increased engagement and reduced frustration metrics among diverse learners. Agentic VR represents a paradigm shift in intelligent education systems, enabling autonomous, emotionally-aware, and responsive learning environments. The proposed framework outperforms conventional VR platforms by offering real-time adaptive learning without pre-scripted logic. Integrating reinforcement learning, neuro-symbolic reasoning, and affective feedback into a single VR space results in a novel contribution to adaptive educational technology. The reported metrics were obtained from an administrator-controlled user study of 10 participants (aged 18 - 25 years), all of whom participated in three VR-based learning experiences as described in a controlled evaluative protocol. This study provides a foundation for future work on autonomous agents in educational met verses, special education, and lifelong learning systems.
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