Proceedings of the 2008 ACM Symposium on Virtual Reality Software and Technology 2008
DOI: 10.1145/1450579.1450588
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Overcoming eye-hand visibility mismatch in 3D pointing selection

Abstract: 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… Show more

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Cited by 33 publications
(19 citation statements)
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“…One class are hand rooted techniques and the others are eye rooted techniques. These are invented by Argelaguet et al [AAT08]. We will not be that specific to eye rooted, because it is hard to detect eye orientation.…”
Section: Ray Cast Techniquesmentioning
confidence: 99%
“…One class are hand rooted techniques and the others are eye rooted techniques. These are invented by Argelaguet et al [AAT08]. We will not be that specific to eye rooted, because it is hard to detect eye orientation.…”
Section: Ray Cast Techniquesmentioning
confidence: 99%
“…First, the selected object may not be visible from the user's view, while no obstructions exist along the selection ray, leading to unintentional selections. This eye-hand visibility mismatch is tackled by raycasting from the eye [AAT08], while other techniques such as the selection based only on eye movements [CSD03,TJ00] circumvent it entirely. Second, a desired object can be (partially) obscured by thirdparty objects, making first-hit-raycasting selection difficult.…”
Section: D Object Selection In Vr Environmentsmentioning
confidence: 99%
“…Techniques lacking such controls which do not allow the users to create their own selection volume would have a negative impact on the variety of possible selections. Similarly, techniques that provide control over the origin of the selection tool only [ZBM94] are necessarily more limiting than techniques also providing orientation control [AAT08,FHZ96].…”
Section: Selection Tool Dofmentioning
confidence: 99%
“…Our work builds on three main relevant strands of prior work: (1) Gaze-based interaction in VR, (2) Interaction with menus in VR, and (3) Visual alignment for interaction.…”
Section: Related Workmentioning
confidence: 99%
“…Raycasting from the eye: Argelaguet et al [2] showed that compared to laser rayscasting, the selection performance in cluttered environments can be significantly improved when the wrist rotations are used for changing the orientation of a virtual ray which is cast from the eye position.…”
Section: Gaze Interaction In Vrmentioning
confidence: 99%