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REVIEW 2 major objections 6 minor 111 references

Can You Move These Over There? An LLM-based VR Mover for Supporting Object Manipulation

T0 review · 2 major / 6 minor · reviewed 2026-08-09 · deepseek-v4-flash

Pith's one-line read This paper claims that a VR interface which lets users speak and point naturally, driven by a large language model, outperforms standard gizmo and voice-command methods for moving multiple objects, based on a 24-participant user study.

desk verdict A genuinely useful LLM+gesture VR manipulation system with a substantial user study, but the claimed LLM-specific benefit is undercut by a confounded ablation and faulty statistical reporting. read the letter →

arxiv 2502.02201 v1 pith:ZVRWNMDY submitted 2025-02-04 cs.HC cs.AIcs.CLcs.ET

classification cs.HCcs.AIcs.CLcs.ET
keywords virtualrealityobjectmanipulationlargelanguagemodelnaturaluserinterfacemultimodalinteractionstudyarmfatiguemulti-object
verification ladder T0 review T1 audit T2 compute T3 formal

The pith

A machine-rendered reading of the paper's core claim, the machinery that carries it, and where it could break.

The reading

The paper proposes VR Mover, a virtual-reality interface that lets users move, rotate, and place objects by speaking naturally and pointing at targets while a large language model interprets the intent and issues the manipulation commands. The central claim is that this LLM-based natural interface improves usability, user experience, and performance on multi-object manipulation tasks, and reduces workload and arm fatigue, relative to the standard gizmo-and-virtual-hand technique and to a grammar-based voice command variant. The authors aim to show that transposing real-world speech-and-gesture communication into VR is not just feasible but practically better for coarse placement, with users then switching to hand controls for fine adjustments. If true, this offers designers a concrete alternative to menu-and-controller manipulation in VR scene editing and a template for LLM-driven multimodal interaction.

What carries the argument

The carrying mechanism is a user-centric augmentation loop that serializes what the user says, where they look, and what they point or draw into a timestamped JSON prompt, plus an LLM processing module that translates that prompt into line-wise API calls (CREATE, MOVE, FORWARD, LOOKAT, SCALE, DELETE, MESSAGE) executed one by one as they stream, giving roughly a two-second response delay. The LLM's system prompt embeds a JSON scene model (oriented bounding boxes, prefab descriptions, room and environment objects) and instructs the model to respect physical constraints, user perspective, and spatial relations such as chairs facing a table. Gestural input is injected into the transcribed speech text so the model can resolve deictic references like 'here' and 'this' without a structured command grammar.

What would settle it

Take the Voice Command interface, add line-drawing and a free-form instruction parser that uses the same system-prompt knowledge but no learned language model, and rerun Task 1B. If the manipulation-time and fatigue advantages of VR Mover disappear or shrink to non-significance, the LLM itself is not the cause of the reported gains; if they persist, the claim that the LLM is load-bearing is supported.

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Extended reading notes

Core claim

The core discovery is that VR Mover, built on GPT-4o with a streaming response pipeline, significantly shortens coarse and fine manipulation time for multi-object placement (Task 1B), cuts total hand movement distance, lowers Borg C10 arm fatigue and NASA-TLX workload, and raises UEQ-S experience scores compared with both a gizmo/virtual-hand control and a Voice Command variant that maps a fixed grammar to the same APIs. The advantage appears specifically when multiple objects are involved: for a single mid-air object (Task 1A), VR Mover shows no improvement. Users ranked VR Mover first for both the performance task and the free-form sandbox task, and qualitative comments emphasize conversational naturalness, no need to memorize grammar, and a coarse-to-fine workflow where the LLM places objects roughly and the user fine-tunes with a virtual hand.

Load-bearing premise

The comparison that isolates the language model also changes other things: the Voice Command version has no line-drawing and only accepts a fixed set of phrases, so the measured benefit might come from the extra gesture channel and the flexibility of the prompts rather than from the LLM as such.

Editorial extensions

If this is right

  • VR Mover reduces coarse manipulation time in multi-object tasks by at least 40% on average compared to control and voice command, and halves hand movement distance.
  • Users can issue unstructured, incomplete, or context-dependent instructions (e.g., "move it back", "put four chairs around the table") and see the scene update within about 2 seconds.
  • The design supports a coarse-to-fine workflow: users delegate rough placement to the LLM and switch to gizmos or virtual hands for fine-tuning, matching how visual working memory chunks objects.
  • The LLM is not a full autonomous agent; it needs human fine-tuning for precise and mid-air placement, and the paper does not find significant presence gains.
  • The interface shows no benefit for single-object mid-air manipulation, indicating its value is concentrated in multi-object and ground-plane scenarios.

Reading between the lines

Editorial extensions of the paper, not claims the author makes directly.

  • If the benefit is driven mainly by the added line-drawing gesture and the freedom to phrase instructions, then extending the Voice Command baseline with line-input and a more flexible (but still grammar-based) parser might close much of the measured gap, which would be a cheap way to test whether the LLM itself is load-bearing.
  • A promising extension would be to replace the text-only scene model with visual prompting for collision-aware placement; the authors note this is a limitation because of response-time constraints, and faster multimodal models may enable it without losing interactivity.
  • The two-second streaming-response design suggests a general recipe for real-time LLM-in-the-loop interfaces: keep prompts text-only, emit line-oriented executable commands, and stream the output so the first effect appears before the full response finishes.
  • The results imply that the gorilla-arm effect in VR scene editing could be mitigated by letting users delegate motion to an LLM while retaining direct manipulation only for the final adjustment, which is exactly the division users spontaneously adopted.
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Editorial analysis

A structured set of objections, weighed in public.

Desk editor's note, referee report, and a circularity audit.

Referee Report

2 major / 6 minor

Summary. The paper proposes VR Mover, an LLM-based VR object manipulation interface that combines speech with pointing and line-drawing (lining) gestures. The system converts the scene and the user's head, gaze-like focus frames, gestures, and transcribed speech into JSON prompts for GPT-4o, which returns streaming API calls to create, move, rotate, scale, and delete objects. A user study with 24 participants compares VR Mover with a Control condition (gizmos plus virtual hand) and a Voice Command condition (regular-expression grammar, no lining) on single-object mid-air manipulation (Task 1A), multi-object manipulation (Task 1B), and a free-form room furnishing task (Task 2). The results show significant advantages for VR Mover over both baselines in Task 1B coarse and fine manipulation time and hand movement, in Borg C10 arm fatigue, in NASA-TLX workload, and in UEQ-S user experience, with no significant benefit in Task 1A. The paper concludes that the Voice Command comparison demonstrates the importance of the LLM.

Significance. If the results hold after the statistical reporting is corrected, this is a useful systems contribution to VR object manipulation. The paper gives an unusually complete technical description, including the full system prompts, the Voice Command grammar, and a worked input/output example, which is valuable for reproducibility. The streaming API-call design and the roughly two-second response delay are practical contributions, and the user study uses standard instruments (Borg C10, NASA-TLX, UEQ-S, SUS, PQ) alongside objective timing and hand-movement measures. The main limitations are that the Voice Command condition is not a clean ablation of the LLM, and that the reported ANOVA degrees of freedom and at least one p-value appear inconsistent; both issues must be resolved before the paper's central claims can be accepted at face value.

major comments (2)
  1. [5.1, 9] The Voice Command condition is described as an 'LLM-removed' variant (Section 5.1, Fig. 12c), but it differs from VR Mover in at least two respects: the LLM is replaced by a regular-expression grammar, and the line-drawing (lining) gesture is not implemented because the variant 'only includes pointing, but not aligning'. Consequently, the significant advantages of VR Mover over Voice Command in Task 1B manipulation time and hand movement (Sections 6.1-6.2) and in Borg C10, NASA-TLX, and UEQ-S (Sections 6.3-6.5) cannot be attributed specifically to the LLM; they may equally be driven by the additional line-drawing input channel, by the LLM's ability to handle asynchronous multi-object instructions, or by the richer system prompt. The concluding sentence in Section 9, which says the comparison 'shows the importance of an LLM', therefore overreaches. Please reframe the contribution as an evaluation of the complete multimodal LLM-based interface, add a controlled condition that isolates the LLM (e.g., VR Mover without lining, or an LLM-based variant with the same pointing-only input), or explicitly acknowledge this confound as a central limitation.
  2. [6.1-6.7] The repeated-measures ANOVA results are reported with F(2,23) throughout, but with N=24 participants and one within-subjects factor at three levels the denominator degrees of freedom should be (N-1)(k-1)=46 for a standard repeated-measures model. In Section 6.2, F(2,23)=1.083 is paired with p=0.582, which is not the p-value for that statistic (approximately 0.35 for either df), and in Section 6.7, F(2,23)=4.748 with p=0.0134 appears inconsistent with the stated degrees of freedom. Because these statistics carry the paper's main quantitative claims, please provide corrected F, p, and effect-size values, or clearly specify the statistical model if it differs from a standard repeated-measures ANOVA, and confirm that all post-hoc tests were Bonferroni-corrected as stated.
minor comments (6)
  1. [6.1] For Task 1A, the text reports 'a significant main effect for coarse and fine manipulation time' but provides no omnibus F or p values, and the pairwise tests show VR Mover is not significantly different from Control (p=1.00 for both coarse and fine time) while Voice Command is significantly slower; please add the missing omnibus statistics and state explicitly that VR Mover did not improve single-object mid-air performance over Control.
  2. [6.4] There are missing equals signs in 'F(2,23)18.024' and 'F(2,23)22.747', and the direction of the 'performance' subscale (higher is better) should be stated explicitly, since the other NASA-TLX subscales are all lower-is-better.
  3. [6.7] The sentence 'for Virtual Assistant, Voice Command and Control group' mislabels the conditions; it should read 'Control, Voice Command and VR Mover'.
  4. [6.8] The duplicated phrase 'For Task 2, For Task 2' should be removed.
  5. [Appendix C, C.1] There is a typo in the system prompt: 'tne End's normal' should be 'the End's normal'; the manuscript also uses 'manipulatable' and 'manipulable' inconsistently.
  6. [7.3] The statement that the lower mental demand 'can be indicative of validation of this belief' overinterprets the NASA-TLX subscale as support for the visual working memory account; the study does not directly measure chunking or coarse-to-fine processing, so this claim should be softened.

Circularity Check

0 steps flagged · score 0.0 of 10

No circularity found: the paper's claims rest on a user study with externally measured outcomes, not on derived predictions or self-citation chains.

full rationale

This paper makes no derivation claim that could reduce to its own inputs. The central claims are empirical: VR Mover improved multi-object manipulation time, hand movement distance, arm fatigue, workload, and user experience relative to a gizmo/virtual-hand control and a grammar-based voice command variant. These outcomes are measured user behavior, not constants recovered from a theory or parameters fitted to the outcome being predicted. The visual working memory discussion in Section 3.2 is used only as design motivation (chunking and coarse-to-fine processing), and the measured task times, Borg C10 scores, NASA-TLX ratings, SUS scores, and UEQ-S scores are external to that discussion; no equation defines an outcome in terms of the theory. The system does use an LLM with a crafted system prompt, but the paper does not claim to derive the LLM's behavior from first principles; it reports the observed performance of the deployed system. No fitted parameter is renamed as a prediction: coarse and fine manipulation thresholds (0.3m and 0.12m) are defined independently of the comparison results, and no result is computed from those thresholds in a way that would force the reported differences. The references cited for prior techniques are external works, and none of the paper's load-bearing claims rests on a self-citation chain. The Voice Command variant lacks the lining gesture and uses a rigid grammar, which is a genuine experimental confound that weakens the claim that the LLM specifically caused the advantage, but confounded comparison is a validity concern, not circularity: the measured advantages are not identical to the design by construction. For these reasons, the appropriate finding is no significant circularity, with a score of 0.

Assumptions & free parameters 2 free parameters · 5 assumptions · 0 invented entities

The only hand-tuned numbers are the task completion thresholds, which determine the dependent variables but are not fitted to produce significance. The core assumptions are the reliability of the external LLM, the validity of the head-motion proxy, and the generalizability of the 24-person study.

free parameters (2)
  • Coarse target threshold = 0.3 m
    Average bounding-box point distance used to define 'coarse' completion; chosen from early testing (Section 5.4).
  • Fine target threshold = 0.12 m
    Average bounding-box point distance defining 'fine' completion; chosen from early testing (Section 5.4).
assumptions (5)
  • domain assumption GPT-4o reliably generates valid API calls from the prompt context
    The entire system depends on the hosted GPT-4o model parsing user requests into API calls (Section 4.3).
  • domain assumption Head motion is a sufficient proxy for gaze in focus frames
    Section 4.2.2 states the system tracks head motion instead of gaze due to headset limitations.
  • domain assumption OBB text serialization preserves enough spatial information for placement decisions
    Scene modelling in Section 4.1 converts objects to text-based oriented bounding boxes; if the LLM cannot reason spatially from this text, placements fail.
  • domain assumption The within-subjects user study with 24 participants generalizes
    Section 5.3 describes the recruitment; the paper assumes this sample is representative for drawing conclusions.
  • standard math Standard repeated-measures statistics are appropriate
    Section 6 states Shapiro-Wilk, ANOVA/Friedman and post-hoc tests with Bonferroni correction.

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Pith. "Pith review of Can You Move These Over There? An LLM-based VR Mover for Supporting Object Manipulation." pith.science (2026). https://pith.science/paper/ZVRWNMDY

@misc{pith2026250202201,
  author       = {Pith},
  title        = {Pith review of: Can You Move These Over There? An LLM-based VR Mover for Supporting Object Manipulation},
  year         = {2026},
  howpublished = {\url{https://pith.science/paper/ZVRWNMDY}},
  note         = {Machine review of arXiv:2502.02201}
}
read the original abstract

In our daily lives, we can naturally convey instructions for the spatial manipulation of objects using words and gestures. Transposing this form of interaction into virtual reality (VR) object manipulation can be beneficial. We propose VR Mover, an LLM-empowered solution that can understand and interpret the user's vocal instruction to support object manipulation. By simply pointing and speaking, the LLM can manipulate objects without structured input. Our user study demonstrates that VR Mover enhances user usability, overall experience and performance on multi-object manipulation, while also reducing workload and arm fatigue. Users prefer the proposed natural interface for broad movements and may complementarily switch to gizmos or virtual hands for finer adjustments. These findings are believed to contribute to design implications for future LLM-based object manipulation interfaces, highlighting the potential for more intuitive and efficient user interactions in VR environments.

Figures

Figures reproduced from arXiv: 2502.02201 by the authors.

Figure 1
Figure 1. We propose VR Mover, an LLM-based interface for supporting object manipulation. It aggregates user-centric information such as what the user is saying, seeing and pointing at to decide how to assist them in the placement of objects. In our daily lives, we can naturally convey instructions for the spatial manipulation of objects using words and gestures. Transposing this form of interaction into virtual reality (VR) … view at source ↗
Figure 2
Figure 2. To move an object, (a) the user can first specify an object and its target by pointing. However, as [PITH_FULL_IMAGE:figures/full_fig_p007_2.png] view at source ↗
Figure 3
Figure 3. VR Mover can handle complex instructions such as the user using asynchronous multi-object manipulation where objects are applied with different manipulation (e.g. different movement) while mixing different manipulation operations (e.g. moving and rotating). • Lining: Aside from pointing, we have different ways to gesturally indicate spatial information. Another method is by drawing a line (lining) to indicate direct… view at source ↗
Figures from the paper (19 more)
Figure 4
Figure 4. Figure 4: By drawing a line (lining), a user can express different manipulations. Here, we show the user using (a) a line to represent a [PITH_FULL_IMAGE:figures/full_fig_p008_4.png]
Figure 5
Figure 5. Figure 5: Empowered by LLM, VR Mover can demonstrate intelligent responses in some instances. (a) When the user requests four chairs and a table in the middle of the room, VR Mover is aware of the environment and able to place the objects in the room’s center. Further, it has sp…
Figure 6
Figure 6. Figure 6: Different interaction methods can be used to engage with [PITH_FULL_IMAGE:figures/full_fig_p009_6.png]
Figure 7
Figure 7. Figure 7: The system overview of VR Mover. The scene modelling component, maintains environmental and manipulatable object data, [PITH_FULL_IMAGE:figures/full_fig_p011_7.png]
Figure 8
Figure 8. Figure 8: Scene modelling component in VR Mover. Manipulatable prefabs, manipulatable objects, and environmental objects can be [PITH_FULL_IMAGE:figures/full_fig_p011_8.png]
Figure 9
Figure 9. Figure 9: User-centric augmentation module: integrates speech-to-text, focus frames from head motion, and gesture cues from the [PITH_FULL_IMAGE:figures/full_fig_p012_9.png]
Figure 10
Figure 10. Figure 10: LLM processing module: Prompt engineering combines user inputs with system prompts. The context window manages [PITH_FULL_IMAGE:figures/full_fig_p014_10.png]
Figure 11
Figure 11. Figure 11: Scene update module: processes LLM responses through text API and parser, queries scene modelling for object data, and [PITH_FULL_IMAGE:figures/full_fig_p015_11.png]
Figure 12
Figure 12. Figure 12: The (a) gizmo and (b) virtual hand are used in all three experimental techniques. The [PITH_FULL_IMAGE:figures/full_fig_p017_12.png]
Figure 13
Figure 13. Figure 13: The environment of (a) Task 1A and (b) 1B. The goal of the user is to move the object(s) to the (semi-transparent) target(s). [PITH_FULL_IMAGE:figures/full_fig_p018_13.png]
Figure 14
Figure 14. Figure 14: In Task 2, given an (a) empty room the user is instructed to populate it with object according to the (b) mini-room. [PITH_FULL_IMAGE:figures/full_fig_p018_14.png]
Figure 15
Figure 15. Figure 15: The upper row shows Task 1A’s (ai) coarse manipulation time, (aii) fine manipulation time and (aiii) hand movement distance. [PITH_FULL_IMAGE:figures/full_fig_p020_15.png]
Figure 16
Figure 16. Figure 16: The result from (a) the borg C10, (b) SUS and (c) presence. [PITH_FULL_IMAGE:figures/full_fig_p021_16.png]
Figure 17
Figure 17. Figure 17: The (a) overall mean score of NASA-TLX and its subscales, (bi) mental demand, (bii) physical demand, (biii) temporal demand [PITH_FULL_IMAGE:figures/full_fig_p022_17.png]
Figure 18
Figure 18. Figure 18: The (a) overall, (b) pragmatic, and (c) hedonic user experience result from UEQ-S. [PITH_FULL_IMAGE:figures/full_fig_p023_18.png]
Figure 19
Figure 19. Figure 19: The preference ranking for (a) Task 1 and (b) Task 2. [PITH_FULL_IMAGE:figures/full_fig_p024_19.png]
Figure 20
Figure 20. Figure 20: The menu control for task two in the user study. [PITH_FULL_IMAGE:figures/full_fig_p031_20.png]
Figure 21
Figure 21. Figure 21: User built rooms via different techniques [PITH_FULL_IMAGE:figures/full_fig_p033_21.png]
Figure 22
Figure 22. Figure 22: The task two scene before (left) and after (right) the user request has been processed by the [PITH_FULL_IMAGE:figures/full_fig_p041_22.png]

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    Interpret user 's requirements to manipulate objects in the room

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    Help with move/rotate/scale the object(s) to meet user 's request

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    **Physical constraints:** The objects have physical properties that must be considered. For example, a bookshelf will not overlap with a table or wall

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    a chair on the left

    **User centric:** The objects should be placed according to the user 's perspective. e.g. When the user says "a chair on the left". The chair should be placed left in his view *But this shouldn 't break factor 1 # User Prompt Formats The user prompt are JSONs containing follow...

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    A list of objects in the scene for you to manipulate, please note: Manuscript submitted to ACM 36 Xiangzhi Eric Wang, Zackary P

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    Drawing Lines. A line starting from an environment element or object indicating a direction or magnitude, please note: - A drawing line indicates two possible lines, one is from Start to End, another is from Start to Project. End infers to the drawing end point while Project i...

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    Move / Rotate the object to the asked destination

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    Repeat 2, 3, and 4, until request met; **Notes:** - Call SCALE only when explicitly required; - Call MESSAGE only when the player asks questions, or you cannot perform the required task; - Each line should end with ";". - Keep two decimals; Manuscript submitted to ACM Can You ...

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    Interpret user 's requirements to manipulating objects in the room

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    Help with design of the room with your creativity and insights

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    Fulfill the user 's needs and provide suggestions (if asked)

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    ONLY REPLY formatted API calls for the system to parse # Available APIs

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    Create an instance based on the prefab ID: CREATE(string prefab_id)

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    Send a text message: MESSAGE(string content)

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    **Physical constraints:** The objects have physical properties that must be considered. For example, a bookshelf will not overlap with a table or wall; Or a picture will not fly midair

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    a chair on the left

    **User centric:** The objects should be placed according to the user 's perspective. e.g. When the user says "a chair on the left". The chair should be placed left in his view *But this shouldn 't break factor 1

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    **Spatial relation:** You should consider the relations between objects. e.g. when placing chairs and a table. The chairs should be reasonably close to the table and face the table; Manuscript submitted to ACM Can You Move These Over There? An LLM-based VR Mover for Supporting...

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    Player. The transform info about the player 's head

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    Objects. A list of objects in the scene for you to manipulate, please note: - position is showing the bottom center anchor of the object except the picture, consider collision when placing objects - rotation of the object is represented by forward, right, and up directions - b...

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    2. Objects

    Head Stay Frames. The frame that recording where the player 's looking for a while, please note: - The object and environment objects are sorted, the higher weight it is, the more important it maybe - Infer the objects/places the player mentioned based on the frames, instead o...

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    Hit Points. The recorded click points by the player for indicating a place to perform tasks, please note: - The point is either at the environment surface or on the objects, take the normal into consideration when placing objects - The position IS inaccurate, do not directly u...

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    Drawing Lines. A line starting from an environment element or object indicating a direction or magnitude, please note: - A drawing line indicates two possible lines, one is from Start to End, another is from Start to Project. End infers to the drawing end point while Project i...

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    Direct request of the player recognized from voice, might be inaccurate on words

    User Request. Direct request of the player recognized from voice, might be inaccurate on words

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    here" /

    User Request with Actions Inserted. The user request inserted with the IDs of the hit points or drawing lines, indicating what is the player talking about when doing the actions: - The user may say "here" / "there" / "this place" / etc. to indicate the actions

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    Telling you want API is allowed to call or not by that request # Replay Principle ## Format Available API calls with correct syntax and no comments ## Process Steps:

    Enable Actions. Telling you want API is allowed to call or not by that request # Replay Principle ## Format Available API calls with correct syntax and no comments ## Process Steps:

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    Infer the objectiveness of the player

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    Create a new object (if requested)

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    Rotate or make the object look at in the reasonable/asked direction

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    Repeat 2, 3, and 4, until request met; ## Principles:

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    Objects cannot in the air, placed at the same position, or overlapped with each other - Simply move objects to the same or close position will cause SERIOUS overlapping problem - Use the bounding box 's orientation and dimension to check the collision is a must

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    Objects completely stay inside the room - There are environment objects describing the room, walls, floor, and ceiling is the boundary of the room - To ensure staying in the room entirely, collision check via the bounding box is a must

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    prefabs": [ {

    Orientation of the objects must be proper - Objects align with the wall has the same forward direction with the wall - Object face to another object when there is a relationship (e.g., table vs. chair, TV vs. couch/sofa) **Notes:** - Call SCALE only when explicitly required; -...

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    In Virtual, Augmented and Mixed Reality: 9th International Conference, V AMR 2017, Held as Part of HCI International 2017, Vancouver, BC, Canada, July 9-14, 2017, Proceedings 9

    Dispelling the gorilla arm syndrome: the viability of prolonged gesture interactions. In Virtual, Augmented and Mixed Reality: 9th International Conference, V AMR 2017, Held as Part of HCI International 2017, Vancouver, BC, Canada, July 9-14, 2017, Proceedings 9 . Springer, 50...

Pith tools

Reviewed August 9, 2026 · model on record in the stance chip above.