Most pointing techniques for 3D selection on virtual environments rely on a ray originating at the user's hand whose direction is controlled by the hand orientation. In this paper we study the potential mismatch between visible objects (those which appear unoccluded from the user's eye position) and selectable objects (those which appear unoccluded from the user's hand position). We study the impact of such eye-hand visibility mismatch on selection performance, and propose a new technique for ray control which attempts to overcome this problem. We present an experiment to compare our ray control technique with classic raycasting in selection tasks with complex 3D scenes. Our user studies show promising results of our technique in terms of speed and accuracy.
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