Gaze, Wall, and Racket: Combining Gaze and Hand-Controlled Plane for 3D Selection in Virtual Reality

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.

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Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2024-10-24
DOI
https://doi.org/10.1145/3698134
Citations
13
Primary Topic
Gaze Tracking and Assistive Technology
Type
article
Field-Weighted Citation Impact
4.84

Funders

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article

Gaze, Wall, and Racket: Combining Gaze and Hand-Controlled Plane for 3D Selection in Virtual Reality

Mathias N. Lystbæk, Andreas Asferg Jacobsen, Hans Gellersen, Uta Wagner et al.
13 citations
Proceedings of the ACM on Human-Computer Interaction
Gaze Tracking and Assistive Technology
4.84
article

Gaze, Wall, and Racket: Combining Gaze and Hand-Controlled Plane for 3D Selection in Virtual Reality

Mathias N. Lystbæk, Andreas Asferg Jacobsen, Hans Gellersen, Uta Wagner, Haopeng Wang, Ken Pfeuffer
article en
13 citations

Abstract

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.

Proceedings of the ACM on Human-Computer InteractionVol. 8(ISS)
University of Konstanz (DE), Aarhus University (DK), Lancaster University (GB)
European Commission
Openalex Percentile: Top 4%
Gaze Tracking and Assistive Technology
4.84
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Gaze, Wall, and Racket: Combining Gaze and Hand-Controlled Plane for 3D Selection in Virtual Reality — Mathias N. Lystbæk, Andreas Asferg Jacobsen, et al. · Proceedings of the ACM on Human-Computer Interaction (2024) | TGRS Research Map | TGRS