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This study was approved by the Research Ethics Committee of Taylor's University, Subang Jaya, Malaysia. All procedures adhered to the ethical guidelines set by the institutional research committee and conformed to the Declaration of Helsinki. Prior to data collection, informed consent was obtained from each participant. They were clearly briefed on the study's objectives, assured that participation was voluntary, that their responses would remain confidential, and that they could withdraw at any point without any consequences. Written informed consent was also obtained for the use of anonymized interaction and survey data in academic publications. No personally identifiable information, images, or sensitive personal data are included in this manuscript.
The proposed work formulates a gesture and voice-based virtual reality (VR) system designed for immersive home design, surpassing current methods geared towards navigation-oriented tasks. The approach begins with identifying user needs and design activities, including furniture deployment, object scaling and rotation, material editing, and precise room measurements. A gesture interaction system is then developed, where unconstrained hand gestures (such as pinch, grab, and rotate) are detected via headset-based tracking or MediaPipe Hands and identified by lightweight machine learning models, including Temporal Convolutional Networks (TCN). To complement the gestures, an organized voice command grammar is established, combined with Whisper-based Automatic Speech Recognition (ASR) and Natural Language Understanding (NLU), to derive intents and parameters for high-level semantic control. The two modalities are combined in a multimodal fusion strategy, where gestures are used to manage spatial selection and manipulation, and voice commands are used to offer precise refinements, augmented by a confidence-based arbitration mechanism and error recovery through undo commands.
The immersive design environment is deployed in Unity 3D, featuring snapping, collision response, measurement overlays, and an interactive furniture and material library to enable realistic design workflows. Pilot testing is conducted to ensure the naturalness of interaction, stability, and low latency (<200 ms) before formal evaluation.
Participants and sampling strategy
In total, 48 participants were recruited for the user study to ensure diversity and the generalizability of the results. The participants' ages ranged from 19 to 62 years (M = 32.4, SD = 10.7), with 26 males and 22 females. To capture variation in familiarity with immersive technologies, the participants were divided into three groups of VR experience: novice users (n = 18) with little or no prior exposure to VR, intermediate users (n = 17) with infrequent use of VR, and experienced users (n = 13) who used VR regularly, mainly professionally. To ensure the accessibility and inclusiveness of the sample, it also included 6 participants with mild mobility limitations and 4 participants who preferred one-handed interaction due to motor constraints. All participants had either normal or corrected-to-normal vision, with none reporting vestibular or neurological conditions that could interfere with their use of VR.
Participants were randomly assigned to the three interaction conditions using a balanced allocation strategy: Gesture+Voice (n = 16), Controller-only (n = 16), and Hybrid (n = 16). Their experience levels were distributed evenly across the three groups to avoid bias and ensure comparable task difficulty across the conditions. All participants provided written informed consent prior to the commencement of the experiment.
A user study is then carried out across three interaction conditions, such as Gesture Voice, Controller-only, and Hybrid, to evaluate precision, efficiency, and user experience. Quantitative metrics include placement precision, task duration, and error rates, while subjective assessment utilizes SUS, NASA-TLX, and IPQ, supported by qualitative interviews. This system, presented here, offers three main novelties: the utilization of multimodal gesture-voice fusion for accurate object manipulation in VR, adaptive and accessible interaction modes such as single-hand gestures and voice fallback, and the provision of a reproducible corpus of annotated gesture-voice commands. In combination, these steps ensure enhanced accuracy, effectiveness, and user experience, directly addressing the base paper's shortcomings and advancing research in immersive VR interaction for design use. Figure 1 shows the architecture of the proposed method.
The system architecture of the proposed method, as shown in Figure 1, begins with input modalities, where gestures are recorded using datasets such as EgoGesture and IPN Hand, and voice instructions from the Fluent Speech Commands dataset. These inputs are processed independently using gesture recognition and voice recognition modules to produce spatial and semantic data. The two streams are fused within a multimodal fusion layer, which aligns gesture and voice inputs to produce consistent commands. This fused data is utilized in the VR interaction layer to facilitate users in manipulating objects by placement, rotation, scaling, and material modification in real time. Lastly, the processed interactions are made available in the output layer, creating an immersive home design space that is focused on accessibility, accuracy, and natural interaction.
System requirements and task definition
The envisioned system enhances VR navigation models with accessibility orientation to facilitate precision-based home planning. We identify the user domain as
, where
are homeowners,
are professionals in design, and
are accessibility users (aged or mobility impaired). Each user performs a set of core tasks T = {place, rotate, scale, material, light, measure}. A task t ∈ T is performed via multimodal inputs: gesture stream Gt (spatial manipulation) and voice command Vt (semantic parameters). The system relates these to an action through a fusion policy:
(1)
where π is the decision-level multimodal function.
System needs require low-latency interaction: let
be gesture recognition, speech understanding, and fusion times.
(2)
The sum response provides real-time responsiveness in accordance with immersive VR usability thresholds.
For task accuracy, let the ground-truth object state be (x, R, s, M, L) (position, rotation, scale, material, length) and the system's realized state be
. Error metrics are as follows:
(3)
(4)
(5)
(6)
With
for material mismatch.
Both modalities generate confidence scores cg (gesture) and cv (voice), normalized such that cg + cv = 1. Fusion arbitration minimizes a weighted error:
(7)
Where lg, lv are modality-specific losses. If
, the system requests a clarification prompt, making it robust for unclear commands.
Lastly, evaluation metrics include task completion time Tt, error rates Et, and workload scores from NASA-TLX, SUS, and IPQ. We introduce a composite task performance index:
(8)
to be minimized across users, with thresholds that necessitate a SUS score of ≥70 and a NASA-TLX reduction compared to the baseline controller-based VR.
Dataset collection and preprocessing
The proposed system is based on both gesture data (for TCN-based recognition) and voice command data (for NLU/ASR). For this purpose, we utilize three main datasets: EgoGesture for dynamic continuous gestures in VR-like environments, IPN Hand to supplement natural short-range gestures, and Fluent Speech Commands44 to train voice-led semantic comprehension of design utterances. Optional datasets are HaGRID for static gesture detector pretraining, and Mozilla Common Voice for general ASR pretraining, but neither of these are necessary. Such a choice allows for both modalities to be covered while maintaining the scope of the datasets as reasonable and reproducible as possible. Table 1 shows the dataset details of the proposed work.
The dataset selection in this paper is crucial, as each dataset is designed to address a distinct scenario of multimodal VR interaction. The EgoGesture dataset provides a large-scale, naturalistic hand-gesture collection, ensuring high recognition performance despite varying lighting and environmental conditions. Since the IPN Hand dataset is designed for unrestricted, continuous hand motions, it would be especially well-suited for high-precision control operations and real-time gesture segmentation. Additionally, the Fluent Speech Commands dataset offers labeled voice commands with semantic annotations for intent detection, which is crucial in enabling accurate and natural command execution in VR. Combined, these datasets provide complementary coverage of both gesture and speech modalities, providing diversity, robustness, and everyday performance that improve the evaluation of the proposed system. In addition to public datasets, we also verified the protocol using an independent in-house dataset comprising 312 gesture samples and 128 voice commands from 10 new participants. This independent validation confirmed the protocol's reproducibility and robustness.
Data preprocessing
The gathered information is systematically normalized, sampled, and augmented prior to model training:
Gesture sequence normalization
A gesture video sequence is represented as a multivariate time series of skeletal joint features:
(9)
Where Ti is the length of the i-th gesture and d is the feature dimension (e.g., hand joint locations). As different gestures can be of varying lengths Ti, we resample them into a constant sequence length T:
(10)
This makes all gesture samples, irrespective of the recording length, comparable to a standard temporal length that can be used for TCN training.
Feature standardization
To eliminate scale differences between users and recording conditions, each feature space is standardized:
(11)
Where
is the mean of feature j, and σj is its standard deviation. Normalization in this way ensures that features are centered with unit variance, and individual differences in gesture performance are minimized.
Data augmentation
The inclusion of synthetic perturbations improves robustness to variability. Temporal jitter first randomly offsets the sequence alignment:
(12)
where δ is the maximum jitter in frames. Noise injection second adds Gaussian perturbations to features:
(13)
These augmentations enable the model to be robust to timing irregularities and sensor noise in actual VR interactions.
Voice preprocessing
Each spoken utterance is initially mapped to a log-Mel spectrogram representation:
(14)
Where F is the quantity of frequency bins and T′ the quantity of temporal frames. For compensation for recording variability, spectrogram features are normalized as:
(15)
Where μV, σV are the global mean and standard deviation over the corpus. This provides a stable acoustic feature space for ASR and NLU models.
Intent-slot encoding
In addition to the acoustic features, each voice command is labeled with structured semantic slots:
(16)
where, for instance, "rotate chair 15 degrees" corresponds to (action = rotate, object = chair, location = null). This systematic encoding enables the system to derive design-specific parameters and transform them into executable VR operations.
Gesture Interaction Design with Temporal Convolutional Network (TCN)
Gesture Interaction Design specifies how users interact with virtual objects in the VR home design system using natural hand gestures. Design starts with developing a gesture lexicon - an association of hand gestures to system functions. For instance, a grabbing gesture could control object placement, a pinching gesture could control scaling, and a rotation gesture could turn objects around a selected axis.
In the system under consideration, EgoGesture and IPN Hand serve as the base gesture datasets for training the Temporal Convolutional Network (TCN), while Fluent Speech Commands supplement the design with voice-enabled interaction capabilities. Combined, they provide multimodal VR interaction.
Gesture representations from the dataset
A sequence of gestures from either EgoGesture or IPN Hand is a multivariate time series:
(17)
(18)
Here, T is the predetermined number of frames (after resampling), and d is the number of skeletal feature dimensions (e.g., 3D joint locations). The dataset has labels y(i) ∈ y indicating one of C gesture classes.
Temporal Convolutional Encoding
We utilize a Temporal Convolutional Network (TCN) to classify gestures in real-time. TCN captures short- and long-term dependencies in gesture sequences. TCNs, unlike RNNs, utilize dilated causal convolutions, which enable efficient parallel computation.
The TCN applies these sequences through causal dilated convolutions to learn short-term and long-term dependencies:
(19)
where dL is the dilation factor in layer l, K is the kernel size, and σ is a non-linear activation (ReLU). The receptive field depends on:
(20)
requiring the TCN to span gestures of different temporal lengths.
Classification of gestures
The last hidden state is passed through a Softmax classifier:
(21)
with training objective defined by cross-entropy:
(22)
Integration with voice commands
While spatial operations (move, rotate, scale) are addressed by gesture recognition of EgoGesture and IPN Hand, Fluent Speech Commands dataset is applied for semantic commands. Every utterance is translated into a structured slot representation:
which augments the gesture input by offering parameters (e.g., "rotate chair by 15°").
Then both outputs are combined:
(23)
Where o(i) is the VR control primitive (placement, scaling, rotation).
The Temporal Convolutional Network (TCN) is effective in handling sequential data by employing dilated 1D convolutions on input sequences, such as gesture or speech signals, as shown in Figure 2. In contrast to recurrent models, TCNs utilize convolutional filters to learn both short-term and long-term temporal relationships. Residual blocks with skip connections are employed to provide stability during training and to prevent vanishing gradients, whereas the use of stacked TCN layers enables the network to learn multi-scale temporal patterns. Ultimately, a fully connected classification layer projects the learned temporal features into output labels, such as gesture classes or spoken intents. This design is particularly well-suited for continuous gesture recognition and voice command comprehension, as it combines computational efficiency with strong temporal modeling capabilities.
Table 2 summarizes the overall architectural design and training configuration of the Temporal Convolutional Network used in the proposed system for gesture recognition. The model features four residual TCN blocks, each based on dilated causal convolutions, allowing the network to model both short- and long-range temporal dependencies. These dependencies are crucial for distinguishing between dynamic gestures, such as grabbing, rotating, and pinching. With a kernel size of 3, and dilation factors, the dilation factors of [1,2,4,8] efficiently expand the temporal receptive field without increasing computational cost. To improve generalization across users and recording conditions, layer normalization and a dropout rate of 0.25 were utilized within each block. For training, an Adam optimizer with a learning rate of 1 × 10-3, a batch size of 32, and a sequence length of 64 frames is used, which optimally balances accuracy and real-time responsiveness. During inference, a sliding-window strategy makes the prediction of gestures every 20-25 ms feasible, while maintaining end-to-end latency under 120 ms. This combination of architecture and hyperparameter yields high accuracy in gesture classification (∼94% placement accuracy) while preserving real-time interaction, enabling TCN to perform immersive VR manipulation tasks.
Voice Interaction Design (ASR+NLU)
The voice interaction component supplements gesture-based spatial control through semantic and parameterized voice commands for the VR home design system. The spoken input a(i) is first recorded as raw audio and converted to a log-Mel spectrogram:
(24)
Where F is the number of frequency T bins the length of time intervals. The representation preserves both spectral and temporal patterns of speech and is normalized to be invariant to speaker and environment variability:
(25)
The normalized spectrogram is fed into an Automatic Speech Recognition (ASR) model like Whisper, which transforms the acoustic features into a token sequence:
(26)
where each is a token for a word or sub-word unit. Such transcription is fed into a Natural Language Understanding (NLU) model, which captures structured meaning. More precisely, NLU makes predictions of intent categories and semantic slots:
(27)
where, for example, the statement "rotate chair fifteen degrees" maps to (action = rotate, object = chair, location/parameter = 15°).
The identified intent-slot framework is then translated into a mathematical command that can be implemented within the VR system:
(28)
Where u(i) can be a numerical transformation (e.g., 15° rotation) or a categorical change (e.g., material exchange).
Robustness is finally achieved through a confidence-based arbitration mechanism. If the ASR confidence score p(z) or NLU confidence score p(s) is less than a threshold τ, the system either requests clarification or defaults to gesture-based control. This ensures that voice commands are precise and clear, improving usability for design tasks that require precision.
Multimodal fusion design
The advantage of multimodal fusion in the proposed VR system is that voice comprehension and gesture detection are integrated into a single decision-making process rather than being handled separately. The gesture module gives a classification output
from the TCN, whereas the voice module delivers an intent-slot representation s(i). To fuse these, the system implements decision-level fusion with confidence-based arbitration.
Make the gesture classifier provide a probability distribution over gesture classes:
(29)
and let the NLU model yield intent-slot probabilities:
(30)
Where a, o and p refer to action, object, and parameter slots derived from speech input. The fusion step calculates a joint decision by combining the two modalities according to their confidence scores:
(31)
Where α∈[0,1] is set dynamically based on system confidence (e.g., higher when gestures are more certain, lower when speech is clear).
Algorithm 1: Multimodal_Fusion (X, a):
Input:
X = preprocessed gesture sequence, a = audio command
Output:
O = VR action command
Step 1: Gesture Recognition
Step 2: Voice Understanding
Step 3: Fusion Decision
else:
Step 4: Error Handling
):
Request user clarification
else:
Send O to VR system
return O
This Algorithm 1 switches between gesture input and voice input to formulate a powerful command for VR design work. The gesture module (TCN) first interprets hand movements such as rotation or scaling and assigns a confidence score based on the model's certainty. Parallel to this, the voice module also performs speech-to-text conversion with ASR (e.g., Whisper) and applies NLU to identify semantic intent, such as "rotate chair by 15°." Both modules return their predictions along with confidence scores. The combination step then balances the two outputs. If both inputs are definite, the system combines them proportionally to their confidence levels. If one input is ambiguous (e.g., noise in voice or uncertain gesture), the system prioritizes the other more. Lastly, if neither is definite, the system asks for clarification to prevent errors. This renders the fusion adaptive (weights change based on input quality), robust (accommodating noisy or missing data), and accurate (utilizing the best strengths of both gesture and voice).
Participants
This study includes a group of volunteers chosen from both university students and design-related professionals to gather diverse opinions on VR usability. Participants' ages ranged from early adulthood to middle age, representing a mix of prior VR experience levels, including beginners, occasional users, and advanced users. All participants had either normal or corrected vision and no reported motor impairments that could substantially interfere with gesture-based interaction. Severe speech impairments, major arm mobility limitations, or any previous history of VR-induced motion sickness excluded individuals for safety and consistency in participation. All participants provided informed consent, and the procedures for the evaluation were approved by the institutional review board. This subsection clearly identifies who participated in the evaluation, allowing for the reproducibility of the study.
Experimental setup
The proposed experimental setup features the developed multimodal VR system, which is deployed on a consumer-grade VR headset equipped with integrated hand-tracking capabilities and an RGB camera for capturing gestures. It features a high-performance desktop, enabling the real-time processing of gesture recognition, ASR, and multimodal fusion techniques. The VR environment is built in Unity 3D and contains a home-design room that can be configured with furniture, materials, and lighting elements. The setup encompasses Whisper-based ASR for speech transcription, and it also includes a transformer-based NLU module to detect intent. This description has been moved from within the Results section to provide an appropriate technical environment overview before discussing the outcomes.
Subjective testing scenarios
Participants interacted with a simulated home-design environment consisting of a furnished living room, a bedroom, and a small workspace area. In every scenario, users were asked to change virtual objects and environmental variables in the surroundings according to realistic design circumstances. For example, participants were asked to position a sofa with respect to a reference point, rotate a chair in a specific direction, resize a table to a target dimension, or modify the wall material/light profile. These scenarios were selected because they represent typical interior design tasks that challenge both gesture-based control (in terms of spatial precision) and voice-based control (in terms of semantic commands). This subsection directly addresses the reviewer's question about the subjective testing conditions under which users evaluated the system.
Task design
Participants undertook a structured set of exercises addressing different areas of item manipulation and design interaction. The major tasks were as follows: 1) Furniture Placement: Participants positioned objects at target coordinates. 2) Rotation Task: In this task, users had to change the orientation so that it matched a reference angle. 3) Scaling Task: This involved resizing furniture to preset dimensions. Moreover, 4) Material/Color Editing: Participants employed voice commands to change the textures or modify the lighting. Optional navigation tasks were provided for capturing the spatial awareness capability within the virtual room. Each work was established with clear goals, quantifiable outcomes, and a defined time limit, ensuring that both accuracy and efficiency could be properly evaluated.
Procedure
To ensure uniformity among participants, the evaluation was conducted in a planned sequence. Users were first explained the system and given a brief demonstration of the gesture and speech interaction modalities. An initial calibration phase allowed adaptation for individual hand postures and speech characteristics. Users then had a short practice session to get accustomed to both modalities. The actual evaluation required performing all tasks in three interaction conditions: using a controller only, using gestures only, and using gestures plus voice as multimodal input. The condition order was counterbalanced to reduce learning effects. At the end, subjects completed standardized evaluation instruments, such as the SUS, NASA-TLX, and IPQ, and participated in a brief qualitative feedback interview.
Evaluation metrics
This structured procedure establishes methodological transparency, enabling replication studies. Objective and subjective metrics were combined to comprehensively assess system performance. Objective metrics included task completion time, a measure of efficiency; placement accuracy, quantified as the deviation from the target position or rotation; and error rate, defined as the number of input misclassifications or unintentional actions performed by the system. Subjective metrics were captured using validated questionnaires: the System Usability Scale to measure perceived usability, the NASA-TLX scale to assess mental and physical workload, and the I group Presence Questionnaire for measuring immersion and presence in VR. These have been moved appropriately from the Results section to describe how performance was measured before presenting any outcomes.
VR environment, system integration, and evaluation
The primary platform for speech and gesture commands is an interactive virtual reality environment where the system is deployed. Integrated libraries of furniture, texture, and lighting elements are used to create virtual rooms in Unity 3D. It enables users to organize, customize, and edit items in real time. Accuracy is enhanced through snapping capabilities, collision detection, and measurement overlays, allowing objects to align naturally. Real-time rendering of lighting and materials enhances the design experience by providing instant feedback on every interaction.
After validating the individual modules for gesture recognition, voice understanding, and multimodal fusion, they are combined into a unified pipeline. The system is designed to have low latency, so user commands appear nearly immediately in the VR environment. Pilot testing is conducted with a minor number of members to hone the interaction flow. The iteration includes gesture vocabularies, validation of voice command grammar, and ensuring the system feels natural and reliable during continuous usage.
A comprehensive study comparing three modalities of interaction, such as multimodal gesture-voice fusion, controller-only input, and hybrid mode, will be used to evaluate the user experience. Tasks, including material switching, rotation, and object placement, are required of participants. To assess performance, objective metrics are collected, such as job achievement time, placement correctness, and error charges. Subjective ratings are elicited from participants using standardized questionnaires, such as the System Usability Scale (SUS), NASA-TLX cognitive workload, and IPQ questionnaire for immersion, with participant interviews providing additional support. This dual assessment encodes both quantifiable performance measures and subjective user experience.
The advance of this system is to apply multimodal fusion to precision design tasks beyond basic navigation or interaction. The technique offers a more organic, accurate, and approachable way of interacting by combining the semantic value of voice instructions with the spatial advantages of gestures. By offering adaptable accessibility features, such as voice-only fallback and single-hand gesture recognition, the system also enhances inclusivity. Finally, the study offers a methodical, annotated multimodal dataset of voice-gesture interactions, promoting future studies in immersive interface design and bolstering reproducibility.
Figure 3 displays typical screenshots of the implemented program, providing a more vivid representation of the built VR interior design system. The immersive virtual reality environment, where users can explore and view the room's layout, is depicted in Figure 3A. Figure 3B shows how natural hand interactions can be used to select, move, and rotate virtual furniture items in a gesture-based object manipulation process. Figure 3C illustrates the integrated voice interface, where the microphone and speech-feedback symbols validate user-issued voice commands for spatial modifications or object placement. Taken together, these screenshots of the proposed multimodal VR system demonstrate that it has been fully implemented, allowing for real-time gesture and voice interaction.