1. Core System Architecture
A. Multi-Modal Input Pipeline
graph LR
A[Microphone Array] --> B[Beamforming]
B --> C[Speech Enhancement]
C --> D[ASR Engine]
D --> E[Intent Recognition]
E --> F[XR Action System]
G[Head Movement] --> H[Context Weighting]
H --> E
**B. Platform-Specific ASR Options
Platform | Recommended Engine | Latency | Vocabulary |
---|---|---|---|
Meta Quest | Meta Voice SDK | 300ms | 50k words |
HoloLens 2 | Windows Speech RT | 250ms | 100k words |
Apple Vision Pro | Siri Speech Framework | 200ms | Unlimited* |
Custom Solutions | Whisper.cpp (On-device) | 500ms | Multilingual |
*With cloud fallback
2. Key Enhancement Techniques
A. Noise-Robust Processing
# Python pseudo-code for audio enhancement
def enhance_audio(audio_clip):
# Spectral subtraction
enhanced = nr.reduce_noise(
y=audio_clip,
sr=16000,
stationary=True,
prop_decrease=0.85
)
# XR-specific voice isolation
if xr_context.hmd_type == "Quest":
enhanced = apply_quest_voice_filter(enhanced)
return enhanced
B. Spatial Voice Recognition
// Unity implementation for directional ASR
public class DirectionalASR : MonoBehaviour
{
void Update()
{
if (OVRInput.GetVoiceDirection(out Vector3 dir))
{
currentSpeaker = FindNearestAvatar(dir);
asrEngine.SetSpeakerProfile(currentSpeaker.voiceProfile);
}
}
}
3. Performance Optimization
A. Real-Time Constraints
Parameter | VR Threshold | AR Threshold |
---|---|---|
End-to-End Latency | <500ms | <300ms |
Wake Word Detection | <100ms | <50ms |
False Accept Rate | <0.1% | <0.01% |
**B. Hardware Acceleration
- Quest 3: Hexagon DSP for always-on wake word
- Vision Pro: Neural Engine for on-device Whisper
- Enterprise AR: NVIDIA Riva on edge servers
4. Context-Aware Features
A. Environment-Adaptive Models
# Dynamic model selection
def select_asr_model(env_type):
if env_type == "industrial":
return load_model("asr_industrial.onnx")
elif env_type == "medical":
return load_model("asr_medical.onnx")
else:
return load_model("asr_general.onnx")
B. Gaze-Weighted Recognition
// Unity example for attention-based ASR
float CalculateConfidence(Vector3 gazeDir, Vector3 soundDir)
{
float angle = Vector3.Angle(gazeDir, soundDir);
return Mathf.Clamp01(1 - angle/90f); // 0-1 confidence
}
5. Advanced Implementation
A. Multi-Language Code-Switching
graph TD
A[Audio Input] --> B{Language Detection}
B -->|English| C[EN ASR]
B -->|Spanish| D[ES ASR]
C & D --> E[Unified NLU]
B. Emotion Recognition Integration
def analyze_speech(audio):
text = asr.transcribe(audio)
emotion = emotion_classifier(audio)
return {
"text": text,
"emotion": emotion,
"urgency": 0.8 if emotion == "angry" else 0.2
}
6. Emerging Technologies
- Neural Voice Codecs (3x bandwidth reduction)
- Lip Movement Synthesis from audio (for avatars)
- EEG-assisted ASR (silent speech interfaces)
Debugging Toolkit
// Unity Real-Time ASR Monitor
public class ASRDebugger : MonoBehaviour
{
void OnASRResult(string transcript, float confidence)
{
debugText.text = $"<color={GetColor(confidence)}>{transcript}</color>";
xrDebugPanel.Log($"ASR: {transcript} ({confidence:P0})");
}
}
Implementation Checklist:
✔ Select platform-optimized ASR backend
✔ Implement environmental noise profiles
✔ Add spatial voice weighting
✔ Design fallback mechanisms
✔ Profile thermal/power impact