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

arXiv: https://arxiv.org/abs/2504.17331 · HTML: https://mlsanity.com/paper/2504.17331/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 13 of its 101 references that are in the map.
- First posted on arXiv 24 Apr 2025.

## Builds on (most cited first, 13 of 13)

- [A Unified Approach to Interpreting Model Predictions](https://mlsanity.com/paper/1705.07874/) (2017)
- [Robust Speech Recognition via Large-Scale Weak Supervision](https://mlsanity.com/paper/2212.04356/) (2022)
- [LLMR: Real-time Prompting of Interactive Worlds using Large Language Models](https://mlsanity.com/paper/2309.12276/) (2023)
- [Embedding Large Language Models into Extended Reality: Opportunities and Challenges for Inclusion, Engagement, and Privacy](https://mlsanity.com/paper/2402.03907/) (2024)
- [Eye-tracked Virtual Reality: A Comprehensive Survey on Methods and Privacy Challenges](https://mlsanity.com/paper/2305.14080/) (2023)
- [Digital Transformations of Classrooms in Virtual Reality](https://mlsanity.com/paper/2101.09576/) (2021)
- [Automated Assessment of Encouragement and Warmth in Classrooms Leveraging Multimodal Emotional Features and ChatGPT](https://mlsanity.com/paper/2404.15310/) (2024)
- [A Ground-Truth Data Set and a Classification Algorithm for Eye Movements in 360-degree Videos](https://mlsanity.com/paper/1903.06474/) (2019)
- [Introduction to Eye Tracking: A Hands-On Tutorial for Students and Practitioners](https://mlsanity.com/paper/2404.15435/) (2024)
- [CUIfy the XR: An Open-Source Package to Embed LLM-powered Conversational Agents in XR](https://mlsanity.com/paper/2411.04671/) (2024)
- [An Exploration of Hands-free Text Selection for Virtual Reality Head-Mounted Displays](https://mlsanity.com/paper/2209.06825/) (2022)
- [Cybersickness in Virtual Reality Questionnaire (CSQ-VR): A Validation and Comparison against SSQ and VRSQ](https://mlsanity.com/paper/2301.12591/) (2023)
- [Wrapped in Anansi's Web: Unweaving the Impacts of Generative-AI Personalization and VR Immersion in Oral Storytelling](https://mlsanity.com/paper/2409.16894/) (2024)

## Built on by (most cited first, 2 of 2)

- [How LLMs are Shaping the Future of Virtual Reality](https://mlsanity.com/paper/2508.00737/) (2025)
- [Closing the Loop: Unified 3D Scene Generation and Immersive Interaction via LLM-RL Coupling](https://mlsanity.com/paper/2605.05711/) (2026)

## 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.
