# Large Language Model-assisted Speech and Pointing Benefits Multiple 3D Object Selection in Virtual Reality

arXiv: https://arxiv.org/abs/2410.21091 · HTML: https://mlsanity.com/paper/2410.21091/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 7 of its 58 references that are in the map.
- First posted on arXiv 28 Oct 2024.

## Builds on (most cited first, 7 of 7)

- [BERT: Pre-training of Deep Bidirectional Transformers for Language Understanding](https://mlsanity.com/paper/1810.04805/) (2018)
- [Language Models are Few-Shot Learners](https://mlsanity.com/paper/2005.14165/) (2020)
- [Explainability for Large Language Models: A Survey](https://mlsanity.com/paper/2309.01029/) (2023)
- [BERT for Joint Intent Classification and Slot Filling](https://mlsanity.com/paper/1902.10909/) (2019)
- [Portuguese Named Entity Recognition using BERT-CRF](https://mlsanity.com/paper/1909.10649/) (2019)
- [The State of Speech in HCI: Trends, Themes and Challenges](https://mlsanity.com/paper/1810.06828/) (2018)
- [Knowledge Distillation from BERT Transformer to Speech Transformer for Intent Classification](https://mlsanity.com/paper/2108.02598/) (2021)

## Built on by (most cited first, 1 of 1)

- [Beyond Language: Grounding Referring Expressions with Hand Pointing in Egocentric Vision](https://mlsanity.com/paper/2603.26646/) (2026)

## Abstract (arXiv)

Selection of occluded objects is a challenging problem in virtual reality, even more so if multiple objects are involved. With the advent of new artificial intelligence technologies, we explore the possibility of leveraging large language models to assist multi-object selection tasks in virtual reality via a multimodal speech and raycast interaction technique. We validate the findings in a comparative user study (n=24), where participants selected target objects in a virtual reality scene with different levels of scene perplexity. The performance metrics and user experience metrics are compared against a mini-map based occluded object selection technique that serves as the baseline. Results indicate that the introduced technique, AssistVR, outperforms the baseline technique when there are multiple target objects. Contrary to the common belief for speech interfaces, AssistVR was able to outperform the baseline even when the target objects were difficult to reference verbally. This work demonstrates the viability and interaction potential of an intelligent multimodal interactive system powered by large laguage models. Based on the results, we discuss the implications for design of future intelligent multimodal interactive systems in immersive environments.
