mlsanityData to 7 Oct 2026

Exploring Context-aware and LLM-driven Locomotion for Immersive Virtual Reality

arXiv 2504.17331 ↗First posted 24 Apr 2025cs.HC cs.AIcited by 1

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Abstract (arXiv)

Locomotion plays a crucial role in shaping the user experience within virtual reality environments. In particular, hands-free locomotion offers a valuable alternative by supporting accessibility and freeing users from reliance on handheld controllers. To this end, traditional speech-based methods often depend on rigid command sets, limiting the naturalness and flexibility of interaction. In this study, we propose a novel locomotion technique powered by large language models (LLMs), which allows users to navigate virtual environments using natural language with contextual awareness. We evaluate three locomotion methods: controller-based teleportation, voice-based steering, and our language model-driven approach. Our evaluation combines eye-tracking data analysis, including exploratory explainable machine learning analysis with SHAP, and standardized questionnaires (SUS, IPQ, CSQ-VR, NASA-TLX) to examine user experience through both objective gaze-based measures and subjective self-reports of usability, presence, cybersickness, and cognitive load. Our findings show no statistically significant differences in usability, presence, or cybersickness between LLM-driven locomotion and established methods such as teleportation, suggesting its potential as a viable, natural language-based, hands-free alternative. In addition, eye-tracking analysis revealed patterns suggesting tendency toward increased user attention and engagement in the LLM-driven condition. Complementary to these findings, exploratory SHAP analysis revealed that fixation, saccade, and pupil-related features vary across techniques, indicating distinct patterns of visual attention and cognitive processing. Overall, we state that our method can facilitate hands-free locomotion in virtual spaces, especially in supporting accessibility.

Key facts. Cited by 1 paper in the map (data through 7 Oct 2026). Builds on 13 of its 101 references that are in the map. First posted on arXiv 24 Apr 2025.

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13 of 101 references.

References · 13

  1. 2017A Unified Approach to Interpreting Model Predictionscited by 6,488
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  3. 2023LLMR: Real-time Prompting of Interactive Worlds using Large Language Modelscited by 39
  4. 2024Embedding Large Language Models into Extended Reality: Opportunities and Challenges for Inclusion, Engagement, and Privacycited by 14
  5. 2023Eye-tracked Virtual Reality: A Comprehensive Survey on Methods and Privacy Challengescited by 12
  6. 2021Digital Transformations of Classrooms in Virtual Realitycited by 9
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  8. 2019A Ground-Truth Data Set and a Classification Algorithm for Eye Movements in 360-degree Videoscited by 6
  9. 2024Introduction to Eye Tracking: A Hands-On Tutorial for Students and Practitionerscited by 5
  10. 2024CUIfy the XR: An Open-Source Package to Embed LLM-powered Conversational Agents in XRcited by 5
  11. 2022An Exploration of Hands-free Text Selection for Virtual Reality Head-Mounted Displayscited by 2
  12. 2023Cybersickness in Virtual Reality Questionnaire (CSQ-VR): A Validation and Comparison against SSQ and VRSQcited by 2
1 more
  1. 2024Wrapped in Anansi's Web: Unweaving the Impacts of Generative-AI Personalization and VR Immersion in Oral Storytellingcited by 2

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