PinchCatcher: Enabling Multi-selection for Gaze+Pinch
Authors
Hand Gesture RecognitionEye Tracking & Gaze InteractionMixed Reality WorkspacesGame Developers & DesignersUI/UX Designers
Research Background and Issues
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What problems or challenges did the authors identify?
- In extended reality (XR) eye-tracking and gesture interaction, multi-item selection functionality remains underdeveloped, particularly in terms of effectively supporting multi-item selection without significantly increasing user burden. Although gaze+pinch interaction holds potential in XR, challenges such as limitations in hand posture shaping (e.g., pre-shaping), competition for gaze attention, and insufficient throughput for multi-item selection persist. Additionally, traditional multi-item selection methods need to be adapted for XR environments.
- Current multi-item selection techniques, especially those relying on persistent modes or complex gesture switching, often introduce higher cognitive or physical burdens.
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Why is this problem important?
- Multi-item selection is widely used in user interface operations (e.g., file management, gaming), and its efficiency and usability directly impact user experience. Therefore, designing efficient and intuitive multi-item selection methods in complex XR environments is crucial.
- Modern XR headsets (e.g., HoloLens 2, Quest Pro) are becoming increasingly popular. These devices integrate eye-tracking and gesture recognition capabilities, providing a foundation for innovative interaction models.
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Research Motivation and Related Work
- Current research primarily focuses on multi-item selection design for 2D desktop or touchscreen devices, with limited exploration of multi-item selection techniques combining eye-tracking and gestures.
- While some studies have investigated the combination of gestures and eye-tracking, efficient designs for multi-mode transitions remain underdeveloped. For instance, multi-item selection methods relying solely on eye-tracking or incorporating additional complex gestures address some issues but often increase user burden.
Solution
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What methods or solutions did the authors propose?
- The authors proposed a multi-item selection scheme called "PinchCatcher," which combines eye-tracking with semi-pinch gestures and designs four trigger mechanisms for sub-selection:
- SemiDwell: Triggering selection based on gaze duration.
- SemiSwipe: Triggering selection through leftward hand swiping.
- SemiTilt: Triggering selection through rightward hand tilting.
- SemiNDH: Triggering selection via pinching with the non-dominant hand.
- These methods allow users to enter a "quasi-mode" using the semi-pinch state and complete flexible multi-item selection before performing the full-pinch gesture.
- The authors proposed a multi-item selection scheme called "PinchCatcher," which combines eye-tracking with semi-pinch gestures and designs four trigger mechanisms for sub-selection:
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What are the innovative aspects of this solution?
- Using semi-pinch gestures as a mode-switching tool, combined with eye-tracking, the authors designed a natural and XR-compatible modal switching mechanism for multi-target manipulation.
- Introducing a single-handed interaction mode, enabling users to focus less on hand positioning and allowing the other hand to perform auxiliary tasks (e.g., scrolling through lists, adjusting objects).
- Proposing multiple trigger logics for sub-selection and conducting detailed comparisons, balancing simplicity, low cognitive load, and clear intent.
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What are the implementation steps? What key technologies were used?
- Entering the multi-item selection mode through semi-pinch gestures (controlling the distance between fingers).
- Using eye-tracking and the four aforementioned methods to trigger specific sub-selection.
- Completing multi-item selection and initiating corresponding operations with a full-pinch gesture.
- Implementing the experimental system on Meta Quest Pro, including semi-pinch detection, gaze point detection, and sub-selection trigger logic.
Research Outcomes
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What specific results were achieved?
- Task Completion Time: There was no significant difference in task completion time across different techniques, but an increase in the number of targets significantly extended completion time.
- Error Rate: SemiSwipe significantly reduced error rates, and its overall selection stability outperformed all other modes.
- User Evaluation: SemiSwipe and SemiDwell were the most favored methods among participants, while SemiNDH received lower ratings due to its high physical burden.
- User Experience: SemiSwipe received high overall usability ratings, with the best evaluation scores attributed to its trigger mechanism being less strongly tied to gaze.
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What advantages does this solution have compared to existing ones?
- Compared to traditional multi-item selection methods based on fixed modes or complex gesture segmentation, PinchCatcher simplifies user operations and reduces cognitive load.
- The semi-pinch + eye gaze combination effectively avoids the high learning curve and user fatigue issues present in current solutions.
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What were the experimental or evaluation results?
- Semi-pinch technique outperformed two-handed methods: While FullDH (two-handed technique) was more familiar to users, it exhibited disadvantages in terms of error rate and fatigue.
- Outstanding advantages of SemiSwipe: Low error rate, positive interaction evaluation, and ease of use; however, its large hand movement amplitude suggests room for optimization.
- Polarized evaluation of SemiDwell: Low physical burden but prone to accidental activation (Midas Touch).
- Suboptimal performance of SemiTilt: Issues with sensitivity and fatigue.
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Limitations and Future Directions
- Scope limitations: The current study only explores sequential multi-item selection for small target sets, leaving large-scale target selection and parallel selection techniques to be further developed.
- Hardware dependency and setup constraints: The experiments relied on specific hardware and thresholds, necessitating broader adaptability and personalized settings in the future.
- Extension to more scenarios: Validation in other complex 3D scenarios (e.g., dynamic objects, occlusions) is needed to assess the technology's applicability.
- Improvement of feedback mechanisms: Exploring more forms of visual, auditory, or haptic feedback could further enhance user awareness and accuracy.
Research Questions / Practical Problems
Question signals indexed for this paper.
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Research Questions
3- How can multi-target selection in XR effectively support users without significantly increasing burden?Category: XR Target Selection and Interface ControlSimilar questionsarrow_forward
- How can gaze plus half-pinch gestures be used to design more efficient multi-target selection methods in XR?Category: XR Target Selection and Interface ControlSimilar questionsarrow_forward
- Which sub-selection trigger modes best balance efficiency, burden, and user experience?Category: XR Target Selection and Interface ControlSimilar questionsarrow_forward
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Practical Problems
1- Multi-target selection in XR is inefficient and tends to increase user burden.Category: XR Target Selection and Interface ControlSimilar questionsarrow_forward
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open_in_newOpen DOI Link
DOI: https://dl.acm.org/doi/10.1145/3706598.3713530
At a Glance
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Source
CHI
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Year
2025
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Authors
6 authors
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Subtopics
Hand Gesture Recognition, Eye Tracking & Gaze Interaction, Mixed Reality Workspaces
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Professions
Game Developers & Designers, UI/UX Designers
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Content Status
Full text indexed
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Related Papers
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