Investigating Hand-Bound Pads for AR Input Using Hand-Tracking Only
Authors
Interaction in Augmented Reality primarily relies on raycast pointing and mid-air touch. An alternative consists of using the non-dominant hand as a touch-sensitive surface, enabling more comfortable, less fatiguing input. AR UI design guidelines have so far discouraged this alternative because of poor hand tracking performance when the hands overlap, favoring touchpads in the air near the hand, rather than on the hand. But significant improvements to the hand tracking capabilities of recent commodity headsets suggest that on-hand pads may now be feasible. We develop an on-hand touchpad prototype and conduct two studies that involve both discrete input and continuous control tasks. The first study compares such on-hand pads to baseline in-air and on-object pads, showing comparable performance despite some limitations in tracking accuracy. The second study quantifies the advantage of on-hand and in-air pads over on-object pads during transitions between touchpad input and other physical hand activities.
Research Questions / Practical Problems
Question signals indexed for this paper.
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PropType: Everyday Props as Typing Surfaces in Augmented Reality
CHI '25· Hand Gesture Recognition +1
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UbiComp '24· Hand Gesture Recognition +1
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UIST '19· Hand Gesture Recognition +1
Based on Jaccard similarity of research subtopics & professions (≥60%)