2020
DOI: 10.1145/3380983
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HeadCross

Abstract: We propose HeadCross, a head-based interaction method to select targets on VR and AR head-mounted displays (HMD). Using HeadCross, users control the pointer with head movements and to select a target, users move the pointer into the target and then back across the target boundary. In this way, users can select targets without using their hands, which is helpful when users' hands are occupied by other tasks, e.g., while holding the handrails. However, a major challenge for head-based methods is the false positi… Show more

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Cited by 29 publications
(8 citation statements)
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References 49 publications
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“…Crossing relaxes the constraint on fine-grained pointing within a closed area as the user only has to cross the target boundary. As such, researchers have proposed crossing for users with limited motor capabilities [45], and for a wide array of modalities with limited fine-grained pointing or where the modality lacks an explicit confirmation mechanism [6,23,44,48]. More recently, researchers have shown that crossing can be effectively used in 3D environments by ray-casting with a controller [43], or for hands-free selection via the head [47,48].…”
Section: Crossingmentioning
confidence: 99%
See 2 more Smart Citations
“…Crossing relaxes the constraint on fine-grained pointing within a closed area as the user only has to cross the target boundary. As such, researchers have proposed crossing for users with limited motor capabilities [45], and for a wide array of modalities with limited fine-grained pointing or where the modality lacks an explicit confirmation mechanism [6,23,44,48]. More recently, researchers have shown that crossing can be effectively used in 3D environments by ray-casting with a controller [43], or for hands-free selection via the head [47,48].…”
Section: Crossingmentioning
confidence: 99%
“…As such, researchers have proposed crossing for users with limited motor capabilities [45], and for a wide array of modalities with limited fine-grained pointing or where the modality lacks an explicit confirmation mechanism [6,23,44,48]. More recently, researchers have shown that crossing can be effectively used in 3D environments by ray-casting with a controller [43], or for hands-free selection via the head [47,48]. Finally, crossing also allows selection of multiple targets in a single user input [2,41], allowing fast and expressive user interfaces.…”
Section: Crossingmentioning
confidence: 99%
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“…For example, Microsoft Hololens employs head pointing to target a user-interested item, and subsequently, a touch-based clicker enables users to confirm the target selection. Although it is preferred by users [219], head pointing is not ergonomic for long-term usage. Alternatively, eye pointing achieves more subtle movements than the head pointing, which also serves as an alternative solution for pointing and selecting an attentive target after a predefined duration of time (i.e., dwell time) [174].…”
Section: Exg-based Applications In the Context Of Xrmentioning
confidence: 99%
“…Existing studies incorporate a wide range of input modalities (e.g., eye gaze [5], gesture [10], and voice [7]) to sense users' actions so that they can interact with virtual/augmented content as easily as they interact with the real world around them. Besides providing easy-to-use input modalities, many researchers explored ways to enhance realism in the VR/AR world to improve the level of immersiveness.…”
Section: Objectivementioning
confidence: 99%