AI4XR: AI in Extended Reality for 3D Scene Editing and Accessibility Design

Authors
Junlong Chen
Year
2026
Publication
Extended Abstracts of the 2026 CHI Conference on Human Factors in Computing Systems (CHI EA '26) — Doctoral Consortium
DOI
10.1145/3772363.3799187

Summary

This CHI '26 Doctoral Consortium paper summarises Junlong Chen's PhD research at the University of Cambridge on integrating AI — specifically large language models (LLMs) and vision-language models (VLMs) — into extended reality (XR) workflows. The research covers two complementary directions: AI-assisted 3D scene editing and object selection for sighted XR users, and AI-driven visual accessibility features for blind and low-vision (BLV) users. Chen formulates three research questions: (RQ1) what are the advantages and disadvantages of AI-assisted speech-based interfaces compared with traditional XR interaction; (RQ2) what usability issues arise when current AI workflows encode 3D scenes as structured text, and how can they be mitigated; and (RQ3) what qualities emerge when multimodal AI is deployed in immersive environments. The methodology is user-centered: each sub-project pairs a research prototype against a baseline condition in a within-subjects study, with performance, usability, user experience, and NASA-TLX measures. Three prototypes are described. AssistVR combines raycast pointing with speech-driven object selection and bulk editing using Azure Conversational Language Understanding plus a downstream LLM. A follow-up study compares speech-and-pointing against a disocclusion minimap (DiscPIM) for selecting occluded objects across varying scene perplexity. EnVisionVR is a scene-interpretation tool targeted at BLV users that generates natural-language scene descriptions at preset 'anchor points' using a VLM, plus an importance-ranked main-objects function and a distance-proportional beeping object-localization function.

Key Findings

The scene-editing study with AssistVR (N=12) surfaced two dominant interaction strategies: incremental exploration, where users inspected and edited one object at a time, and bulk modification, where speech was used to select and edit groups of objects sharing properties (for example 'make all blue objects purple'). Bulk modification is qualitatively difficult with direct-manipulation controllers and is a clear advantage of LLM-assisted XR. The occluded-object-selection study (N=24) found speech-and-pointing significantly faster than the disocclusion minimap when 2 or 4 targets shared referenceable colors/shapes (p<.05), and significantly lower task load overall (p<.05); however, users rated the minimap more fun, intuitive, and engaging, and reported a better sense of direct-manipulation control. The EnVisionVR study with 12 BLV participants yielded design guidelines: AI accessibility systems in XR should provide a hierarchy of description granularity (high-level scene summaries down to object-level detail), use anchor-based VLM calls to keep latency low, maintain a consistent spatial reference frame across modalities, and allow user customisation of verbosity. Participants also highlighted the need for continuous audio cues and binaural/3D audio to convey spatial depth in addition to speech descriptions.

Relevance to Practice

This is a useful map of where AI-in-XR research is heading for practitioners working on immersive accessibility. The EnVisionVR strand demonstrates a viable architecture for VLM-based scene interpretation in VR that avoids the high latency of calling a vision model on every frame: pre-compute descriptions at a grid of spatial anchors, then pick the nearest anchor at runtime. That pattern is portable to AR wayfinding, museum interpretation, and real-world scene readers on phones and smart glasses. The emphasis on a description hierarchy (scene summary → main objects → object localization) mirrors how sighted users visually scan a space, and is directly applicable to designing non-visual interfaces for 3D content. For standards and practice, the paper reinforces the case that multi-granular, user-customisable scene descriptions — not a single verbose caption — should be the target for accessible XR. Limitations: the work is early-stage and controlled; real-world deployment of VLM descriptions in dynamic AR scenes remains open, as do hallucination, privacy, and latency concerns.