Gaze, Wall, and Racket: Combining Gaze and Hand-controlled Plane for 3D Selection in Virtual Reality
Uta Wagner, Andreas Asferg Jacobsen, Matthias Albrecht, Haopeng Wang, Hans Gellersen, and Ken Pfeuffer
ISS ‘24 ACM Interactive Surfaces and Spaces
Raypointing, the status-quo pointing technique for virtual reality, is challenging with many occluded and overlapping objects. In this work, we investigate how eye-tracking input can assist the gestural ray pointing in the disambiguation of targets in densely populated scenes. We explore the concept of Gaze + Plane, where the intersection between the user's gaze and a hand-controlled plane facilitates 3D position specification. In particular, two techniques are investigated: Gaze&Wall, which employs an indirect plane positioned in depth using a hand ray, and Gaze&Racket, featuring a hand-held and rotatable plane. In a first experiment, we reveal the speed-error trade-offs between Gaze + Plane techniques. In a second study, we compared the best techniques to newly designed gesture-only techniques, finding that Gaze&Wall is less error-prone and significantly faster. Our research has relevance for spatial interaction, specifically on advanced techniques for complex 3D tasks.
Uta Wagner, Andreas Asferg Jacobsen, Matthias Albrecht, Haopeng Wang, Hans Gellersen, and Ken Pfeuffer. 2024. Gaze, Wall, and Racket: Combining Gaze and Hand-controlled Plane for 3D Selection in Virtual Reality. [XXXXXXXXXX]
BibTex
@inproceedings{xxx/xxx, }