# Hands-Free VR

arXiv: https://arxiv.org/abs/2402.15083 · HTML: https://mlsanity.com/paper/2402.15083/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 11 of its 72 references that are in the map.
- First posted on arXiv 23 Feb 2024.

## Builds on (most cited first, 11 of 11)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [Language Models are Few-Shot Learners](https://mlsanity.com/paper/2005.14165/) (2020)
- [LLaMA: Open and Efficient Foundation Language Models](https://mlsanity.com/paper/2302.13971/) (2023)
- [Retrieval-Augmented Generation for Knowledge-Intensive NLP Tasks](https://mlsanity.com/paper/2005.11401/) (2020)
- [PaLM: Scaling Language Modeling with Pathways](https://mlsanity.com/paper/2204.02311/) (2022)
- [Robust Speech Recognition via Large-Scale Weak Supervision](https://mlsanity.com/paper/2212.04356/) (2022)
- [Scaling Instruction-Finetuned Language Models](https://mlsanity.com/paper/2210.11416/) (2022)
- [Decoupled Weight Decay Regularization](https://mlsanity.com/paper/1711.05101/) (2017)
- [One Embedder, Any Task: Instruction-Finetuned Text Embeddings](https://mlsanity.com/paper/2212.09741/) (2022)
- [Talking About Large Language Models](https://mlsanity.com/paper/2212.03551/) (2022)
- [Combining Gesture and Voice Control for Mid-Air Manipulation of CAD Models in VR Environments](https://mlsanity.com/paper/2011.09138/) (2020)

## Abstract (arXiv)

The paper introduces Hands-Free VR, a voice-based natural-language interface for VR. The user gives a command using their voice, the speech audio data is converted to text using a speech-to-text deep learning model that is fine-tuned for robustness to word phonetic similarity and to spoken English accents, and the text is mapped to an executable VR command using a large language model that is robust to natural language diversity. Hands-Free VR was evaluated in a controlled within-subjects study (N = 22) that asked participants to find specific objects and to place them in various configurations. In the control condition participants used a conventional VR user interface to grab, carry, and position the objects using the handheld controllers. In the experimental condition participants used Hands-Free VR. The results confirm that: (1) Hands-Free VR is robust to spoken English accents, as for 20 of our participants English was not their first language, and to word phonetic similarity, correctly transcribing the voice command 96.71% of the time; (2) Hands-Free VR is robust to natural language diversity, correctly mapping the transcribed command to an executable command in 97.83% of the time; (3) Hands-Free VR had a significant efficiency advantage over the conventional VR interface in terms of task completion time, total viewpoint translation, total view direction rotation, and total left and right hand translations; (4) Hands-Free VR received high user preference ratings in terms of ease of use, intuitiveness, ergonomics, reliability, and desirability.
