# Multimodality in VR: A survey

arXiv: https://arxiv.org/abs/2101.07906 · HTML: https://mlsanity.com/paper/2101.07906/

## Key facts

- Cited by 6 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 20 Jan 2021.

## Built on by (most cited first, 6 of 6)

- [ScanGAN360: A Generative Model of Realistic Scanpaths for 360circ Images](https://mlsanity.com/paper/2103.13922/) (2021)
- [From Google Gemini to OpenAI Q* (Q-Star): A Survey of Reshaping the Generative Artificial Intelligence (AI) Research Landscape](https://mlsanity.com/paper/2312.10868/) (2023)
- [MoE3D: Mixture of Experts meets Multi-Modal 3D Understanding](https://mlsanity.com/paper/2511.22103/) (2025)
- [RegBN: Batch Normalization of Multimodal Data with Regularization](https://mlsanity.com/paper/2310.00641/) (2023)
- [Robust Active Speaker Detection in Noisy Environments](https://mlsanity.com/paper/2403.19002/) (2024)
- [ESP-PCT: Enhanced VR Semantic Performance through Efficient Compression of Temporal and Spatial Redundancies in Point Cloud Transformers](https://mlsanity.com/paper/2409.01216/) (2024)

## Abstract (arXiv)

Virtual reality (VR) is rapidly growing, with the potential to change the way we create and consume content. In VR, users integrate multimodal sensory information they receive, to create a unified perception of the virtual world. In this survey, we review the body of work addressing multimodality in VR, and its role and benefits in user experience, together with different applications that leverage multimodality in many disciplines. These works thus encompass several fields of research, and demonstrate that multimodality plays a fundamental role in VR; enhancing the experience, improving overall performance, and yielding unprecedented abilities in skill and knowledge transfer.
