Boundary Switching and Cursor Warping: A Comparative Study of Performance and Comfort in Multi-Display XR Environments

Mixed Reality WorkspacesImmersion & Presence ResearchPrototyping & User TestingUI/UX DesignersHCI Researchers

Paper Title

The Interaction of Cursor Warping and View Manipulation in Multi-Display XR Environments

Publication Info

  • Topic area: Interaction techniques for XR multi-display workspaces
  • Keywords: Extended Reality, cursor warping, view manipulation, multi-display environments, Boundary-Switching, gaze-based interaction, virtual workspaces, target selection, user performance, ergonomic interaction

Background and Problem

  • Problem / challenge: Existing cursor warping techniques and view manipulation strategies have been studied independently in physical and XR environments, but their combined effects in dynamic XR multi-display setups remain unclear.
  • Significance: Understanding the interaction between cursor warping and view manipulation is critical for designing efficient and comfortable XR workspaces, which are increasingly used for productivity tasks.
  • Motivation and related work: Prior research on physical multi-monitor setups demonstrated the importance of cursor warping for reducing traversal time and search effort. XR environments introduce unique challenges, such as dynamic workspace movement and larger fields of view, which may disrupt established cursor strategies. Techniques like Boundary-Switching have been shown to reduce head rotation but have not been evaluated in conjunction with cursor warping.

Solution

  • Proposed approach: A systematic study of five cursor warping techniques (Center, Gaze-Fixation, Frame-Memory, Frame-Relative, World-Space) under two view manipulation modes (1:1 fixed view, Boundary-Switching).
  • Novelty:
    1. First systematic evaluation of cursor warping and view manipulation interaction in XR multi-display workspaces.
    2. Identification of trade-offs between task time, head movement, and cursor movement across different technique combinations.
    3. Insights into the importance of co-designing cursor and view manipulation strategies for XR environments.
  • Procedure and key techniques:
    • Conducted a within-subjects study with 20 participants performing a target-selection task across five virtual displays.
    • Evaluated five cursor warping techniques:
      1. Center: Cursor reappears at the center of the target display.
      2. Gaze-Fixation: Cursor appears at the user’s gaze fixation point on the target display.
      3. Frame-Memory: Cursor reappears at its last position on the target display.
      4. Frame-Relative: Cursor appears at the same relative position as on the previous display.
      5. World-Space: Cursor moves continuously across displays without warping.
    • Compared performance under two view manipulation modes:
      1. 1:1: Displays remain fixed in world space.
      2. Boundary-Switching: Displays rotate counter to head movement to reduce head rotation.

Results

  • Concrete findings:
    • Boundary-Switching reduced head rotation compared to 1:1 but increased task completion time for some cursor techniques.
    • Gaze-Fixation minimized head movement and cursor travel but had slightly slower completion times due to gaze fixation detection delays.
    • World-Space required the most cursor movement and was generally less efficient than advanced warping techniques.
    • Center and Frame-Relative offered predictable cursor initialization, leading to competitive performance.
  • Advantage over baselines:
    • Advanced warping techniques (e.g., Gaze-Fixation, Center) outperformed World-Space in terms of head and cursor movement across both view manipulation modes.
    • Boundary-Switching reduced physical effort but introduced timing costs for some techniques.
  • Experiments / evaluation:
    • 5 × 2 factorial design (cursor warping × view manipulation) with 20 participants.
    • Metrics: Completion time, target acquisition time, head rotation, cursor movement, error rate, subjective workload (NASA-TLX), satisfaction, and ease of use.
    • Virtual workspace setup: Five horizontally aligned displays in a semi-circular arrangement, controlled via a physical mouse in VR.
  • Limitations and future work:
    • Simplified task design may not generalize to complex workflows (e.g., text editing, drag-and-drop).
    • Short-term exposure limits insights into long-term user adaptation.
    • Gaze-Fixation performance constrained by current eye-tracking accuracy.
    • Findings need validation in AR environments and with broader user samples.

Summary

This study systematically evaluated the interaction between cursor warping techniques and view manipulation strategies in XR multi-display environments. Results revealed trade-offs between task time, head movement, and cursor travel, highlighting the need for co-designing cursor and view control. Advanced warping techniques (e.g., Gaze-Fixation, Center) generally outperformed traditional World-Space behavior, while Boundary-Switching reduced physical effort but introduced timing costs. These findings provide actionable insights for designing efficient and ergonomic XR desktop systems, with implications for broader multi-display contexts. Future research should explore more complex tasks, longer-term use, and diverse user populations.

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https://hci.top/en/papers/chi/222412/2026

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DOI: https://doi.org/10.1145/3772318.3791759
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Source
CHI
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Year
2026
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Authors
6 authors
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Subtopics
Mixed Reality Workspaces, Immersion & Presence Research, Prototyping & User Testing
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UI/UX Designers, HCI Researchers
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