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.
Authors
- Mathias N. Lystbæk (ORCID: https://orcid.org/0000-0001-6624-3732)
- Andreas Asferg Jacobsen (ORCID: https://orcid.org/0009-0002-9624-6373)
- Hans Gellersen (ORCID: https://orcid.org/0000-0003-2233-2121)
- Uta Wagner
- Haopeng Wang (ORCID: https://orcid.org/0000-0003-2002-5216)
- Ken Pfeuffer (ORCID: https://orcid.org/0000-0002-5870-1120)
Institutions
- University of Konstanz (DE)
- Aarhus University (DK)
- Lancaster University (GB)
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
- European Commission