Home > Research > Publications & Outputs > Fully-Occluded Target Selection in Virtual Reality


Text available via DOI:

View graph of relations

Fully-Occluded Target Selection in Virtual Reality

Research output: Contribution to Journal/MagazineJournal articlepeer-review

  • Difeng Yu
  • Qiushi Zhou
  • Joshua Newn
  • Tilman Dingler
  • Eduardo Velloso
  • Jorge Goncalves
<mark>Journal publication date</mark>31/12/2020
<mark>Journal</mark>IEEE Transactions on Visualization and Computer Graphics
Issue number12
Number of pages12
Pages (from-to)3402-3413
Publication StatusPublished
Early online date28/09/20
<mark>Original language</mark>English


The presence of fully-occluded targets is common within virtual environments, ranging from a virtual object located behind a wall to a datapoint of interest hidden in a complex visualization. However, efficient input techniques for locating and selecting these targets are mostly underexplored in virtual reality (VR) systems. In this paper, we developed an initial set of seven techniques techniques for fully-occluded target selection in VR. We then evaluated their performance in a user study and derived a set of design implications for simple and more complex tasks from our results. Based on these insights, we refined the most promising techniques and conducted a second, more comprehensive user study. Our results show how factors, such as occlusion layers, target depths, object densities, and the estimation of target locations, can affect technique performance. Our findings from both studies and distilled recommendations can inform the design of future VR systems that offer selections for fully-occluded targets.