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

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Gaze, Wall, and Racket: Combining Gaze and Hand-Controlled Plane for 3D Selection in Virtual Reality. / Wagner, Uta; Albrecht, Matthias; Jacobsen, Andreas Asferg et al.
In: Proceedings of the ACM on Human-Computer Interaction, Vol. 8, No. ISS, 534, 31.12.2024, p. 189-213.

Research output: Contribution to Journal/MagazineJournal articlepeer-review

Harvard

Wagner, U, Albrecht, M, Jacobsen, AA, Wang, H, Gellersen, H & Pfeuffer, K 2024, 'Gaze, Wall, and Racket: Combining Gaze and Hand-Controlled Plane for 3D Selection in Virtual Reality', Proceedings of the ACM on Human-Computer Interaction, vol. 8, no. ISS, 534, pp. 189-213. https://doi.org/10.1145/3698134

APA

Wagner, U., Albrecht, M., Jacobsen, A. A., Wang, H., Gellersen, H., & Pfeuffer, K. (2024). Gaze, Wall, and Racket: Combining Gaze and Hand-Controlled Plane for 3D Selection in Virtual Reality. Proceedings of the ACM on Human-Computer Interaction, 8(ISS), 189-213. Article 534. https://doi.org/10.1145/3698134

Vancouver

Wagner U, Albrecht M, Jacobsen AA, Wang H, Gellersen H, Pfeuffer K. Gaze, Wall, and Racket: Combining Gaze and Hand-Controlled Plane for 3D Selection in Virtual Reality. Proceedings of the ACM on Human-Computer Interaction. 2024 Dec 31;8(ISS):189-213. 534. Epub 2024 Oct 24. doi: 10.1145/3698134

Author

Wagner, Uta ; Albrecht, Matthias ; Jacobsen, Andreas Asferg et al. / Gaze, Wall, and Racket : Combining Gaze and Hand-Controlled Plane for 3D Selection in Virtual Reality. In: Proceedings of the ACM on Human-Computer Interaction. 2024 ; Vol. 8, No. ISS. pp. 189-213.

Bibtex

@article{48006ba460c7467dbd7f759fd33bf047,
title = "Gaze, Wall, and Racket: Combining Gaze and Hand-Controlled Plane for 3D Selection in Virtual Reality",
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.",
keywords = "complex 3D tasks, disambiguation, eye-tracking, gaze interaction, object selection, occlusion",
author = "Uta Wagner and Matthias Albrecht and Jacobsen, {Andreas Asferg} and Haopeng Wang and Hans Gellersen and Ken Pfeuffer",
year = "2024",
month = dec,
day = "31",
doi = "10.1145/3698134",
language = "English",
volume = "8",
pages = "189--213",
journal = "Proceedings of the ACM on Human-Computer Interaction",
publisher = "ACM",
number = "ISS",

}

RIS

TY - JOUR

T1 - Gaze, Wall, and Racket

T2 - Combining Gaze and Hand-Controlled Plane for 3D Selection in Virtual Reality

AU - Wagner, Uta

AU - Albrecht, Matthias

AU - Jacobsen, Andreas Asferg

AU - Wang, Haopeng

AU - Gellersen, Hans

AU - Pfeuffer, Ken

PY - 2024/12/31

Y1 - 2024/12/31

N2 - 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.

AB - 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.

KW - complex 3D tasks

KW - disambiguation

KW - eye-tracking

KW - gaze interaction

KW - object selection

KW - occlusion

U2 - 10.1145/3698134

DO - 10.1145/3698134

M3 - Journal article

VL - 8

SP - 189

EP - 213

JO - Proceedings of the ACM on Human-Computer Interaction

JF - Proceedings of the ACM on Human-Computer Interaction

IS - ISS

M1 - 534

ER -