helpResearch questionXR Target Selection and Interface Control
How can multi-target selection in XR effectively support users without significantly increasing burden?Direction: XR/AR/VR Interaction
XR Target Selection and Interface Control
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56
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2025
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All questions
56 items
helpResearch questionXR Target Selection and Interface Control
How can gaze plus half-pinch gestures be used to design more efficient multi-target selection methods in XR?helpResearch questionXR Target Selection and Interface Control
Which sub-selection trigger modes best balance efficiency, burden, and user experience?lightbulbPractical problemXR Target Selection and Interface Control
Multi-target selection in XR is inefficient and tends to increase user burden.helpResearch questionXR Target Selection and Interface Control
In VR, how do small hand tremors or rotations affect precision in distant target selection?UIST '24TeleHand: Hand-only Teleportation for Distant Object Pointing in Virtual Reality
helpResearch questionXR Target Selection and Interface Control
Can a hand-only teleportation method improve operational precision in distant target selection?UIST '24TeleHand: Hand-only Teleportation for Distant Object Pointing in Virtual Reality
helpResearch questionXR Target Selection and Interface Control
How can an interaction method for distant target selection balance usability and precision?UIST '24TeleHand: Hand-only Teleportation for Distant Object Pointing in Virtual Reality
lightbulbPractical problemXR Target Selection and Interface Control
Distant target selection in traditional VR is easily disrupted by hand tremors, leading to high error rates.UIST '24TeleHand: Hand-only Teleportation for Distant Object Pointing in Virtual Reality
helpResearch questionXR Target Selection and Interface Control
How can UI flexibly switch among static, dynamic, and self entity types?helpResearch questionXR Target Selection and Interface Control
How can users control UI position and entity type through gaze and gesture?helpResearch questionXR Target Selection and Interface Control
Which scenarios have the strongest need for 3D UI mobility control?lightbulbPractical problemXR Target Selection and Interface Control
In XR applications, users struggle to freely switch and control 3D interface positions.helpResearch questionXR Target Selection and Interface Control
What specific challenges do older adults face in target selection and object manipulation in VR?helpResearch questionXR Target Selection and Interface Control
How does target position (e.g., horizontal distance and vertical height) affect older users' operation efficiency?helpResearch questionXR Target Selection and Interface Control
How can VR interface layout and interaction be designed to improve older users' efficiency and comfort?lightbulbPractical problemXR Target Selection and Interface Control
Older adults struggle to complete target selection and object manipulation tasks efficiently and comfortably in VR.helpResearch questionXR Target Selection and Interface Control
In VR, how can smartphone screens enable more precise and intuitive distant target selection?helpResearch questionXR Target Selection and Interface Control
Can combining stereoscopic viewing and monocular touch effectively resolve binocular disparity issues in VR transparent interfaces?helpResearch questionXR Target Selection and Interface Control
How effective are animated transitions in improving VR distant interaction experiences?lightbulbPractical problemXR Target Selection and Interface Control
Distant target selection in VR is often imprecise and unintuitive due to binocular disparity.helpResearch questionXR Target Selection and Interface Control
How can small, densely arranged 3D virtual objects be precisely selected in smartphone augmented reality environments?helpResearch questionXR Target Selection and Interface Control
How can selection-behavior-specific 'focus regions' optimize target selection techniques?helpResearch questionXR Target Selection and Interface Control
Can dynamically adjusting selection geometry (e.g., selection pillars) improve target selection accuracy and efficiency?lightbulbPractical problemXR Target Selection and Interface Control
Users struggle to select occluded or densely arranged small 3D objects in smartphone AR.helpResearch questionXR Target Selection and Interface Control
How can gaze-based target selection in AR devices be predicted based on eye and head endpoint distributions?helpResearch questionXR Target Selection and Interface Control
In 3D target selection, do multimodal models (combining gaze and head direction) outperform unimodal models (gaze endpoint only)?helpResearch questionXR Target Selection and Interface Control
Which factors (e.g., target width and distance) affect prediction accuracy of gaze behavior?lightbulbPractical problemXR Target Selection and Interface Control
Users have low accuracy in gaze-based target selection in AR, often failing due to device noise or unstable gaze points.helpResearch questionXR Target Selection and Interface Control
Can gestures combining head movement and teeth clenching improve target selection efficiency in augmented reality?UbiComp '22ClenchClick: Hands-Free Target Selection Method Leveraging Teeth-Clench for Augmented Reality
helpResearch questionXR Target Selection and Interface Control
How can teeth clenching EMG signals be effectively detected in noise and applied to interaction?UbiComp '22ClenchClick: Hands-Free Target Selection Method Leveraging Teeth-Clench for Augmented Reality
helpResearch questionXR Target Selection and Interface Control
Can personalized calibration mechanisms significantly reduce false activation rates in augmented reality?UbiComp '22ClenchClick: Hands-Free Target Selection Method Leveraging Teeth-Clench for Augmented Reality
lightbulbPractical problemXR Target Selection and Interface Control
Users easily fatigue or feel socially uncomfortable operating AR devices with traditional methods, especially when both hands are occupied.UbiComp '22ClenchClick: Hands-Free Target Selection Method Leveraging Teeth-Clench for Augmented Reality
helpResearch questionXR Target Selection and Interface Control
How can deep adaptation eliminate binocular disparity problems of traditional mice in VR?helpResearch questionXR Target Selection and Interface Control
How can mouse selection of 3D targets in VR be improved in angle and viewpoint adaptability?helpResearch questionXR Target Selection and Interface Control
How can mouse sensitivity ranges in VR environments be optimized to reduce misoperations?lightbulbPractical problemXR Target Selection and Interface Control
Users have low precision and fatigue easily when using traditional mice to select 3D targets in VR.helpResearch questionXR Target Selection and Interface Control
In VR, can binding multiple virtual hands to a single physical hand improve target selection efficiency?helpResearch questionXR Target Selection and Interface Control
How do arrangement and mapping of multi-hand systems in virtual space affect target selection efficiency and smoothness?helpResearch questionXR Target Selection and Interface Control
What impact does increasing the number of hands have on target selection time and user decision time?lightbulbPractical problemXR Target Selection and Interface Control
Users struggle to efficiently select targets beyond arm's reach in VR.helpResearch questionXR Target Selection and Interface Control
When interacting with occluded or distant target objects in VR, how can users observe and select more efficiently using virtual mirrors?helpResearch questionXR Target Selection and Interface Control
How do virtual mirrors compare with traditional methods (e.g., teleportation or direct ray selection) in interaction efficiency and UX?helpResearch questionXR Target Selection and Interface Control
Which virtual mirror placement design best optimizes target selection time and accuracy?lightbulbPractical problemXR Target Selection and Interface Control
Users easily become disoriented or experience dizziness when operating on occluded or distant targets in VR.helpResearch questionXR Target Selection and Interface Control
How can a marking menu suitable for AR/VR devices support gaze-based high-precision input and reduce selection errors?helpResearch questionXR Target Selection and Interface Control
How do marking menu size, hierarchy depth, and resolution affect gaze-based user performance?helpResearch questionXR Target Selection and Interface Control
How can the transition experience from novice to expert users be optimized in marking menus?lightbulbPractical problemXR Target Selection and Interface Control
Gaze menus on AR/VR devices easily trigger errors and hinder novice-to-expert transition.helpResearch questionXR Target Selection and Interface Control
How can menu interaction efficiency on head-mounted AR devices (e.g., HMD) be improved to reduce gesture operation complexity and fatigue?helpResearch questionXR Target Selection and Interface Control
Can combining smartphone touchscreen interaction characteristics optimize menu operation experience on head-mounted AR devices?Related papers
CHI 2025
PinchCatcher: Enabling Multi-selection for Gaze+Pinch
Jinwook Kim, Sangmin Park, Qiushi Zhou
CHI 2024
UI Mobility Control in XR: Switching UI Positionings between Static, Dynamic, and Self Entities
Siyou Pei, David Kim, Alex Olwal
CHI 2024
Toward Making Virtual Reality (VR) More Inclusive for Older Adults: Investigating Aging Effect on Target Selection and Manipulation Tasks in VR
Zhiqing Wu, Duotun Wang, Shumeng Zhang
UIST 2023
Stereoscopic Viewing and Monoscopic Touching: Selecting Distant Objects in VR Through a Mobile Device
Joon Hyub Lee, Taegyu Jin, Sang-Hyun Lee
UbiComp 2023
FocalPoint: Adaptive Direct Manipulation for Selecting Small 3D Virtual Objects
Jiaju Ma, Jing Qian, Tongyu Zhou
CHI 2023
Predicting Gaze-based Target Selection in Augmented Reality Headsets based on Eye and Head Endpoint Distributions
Yushi Wei, Rongkai Shi, Difeng Yu
CHI 2022
In-Depth Mouse: Integrating Desktop Mouse into Virtual Reality
Qian Zhou, George Fitzmaurice, Fraser Anderson
CHI 2021
Ninja Hands: Using Many Hands to Improve Target Selection in VR
Jonas Schjerlund, Kasper Hornbæk, Joanna Bergström
CHI 2021
vMirror: Enhancing the Interaction with Occluded or Distant Objects in VR with Virtual Mirrors
Nianlong Li, Zhengquan Zhang, Can Liu
CHI 2021
StickyPie: A Gaze-Based, Scale-Invariant Marking Menu Optimized for AR/VR
Sunggeun Ahn, Stephanie Santosa, Mark Parent
CHI 2021
HoloBar: Rapid Command Execution for Head-Worn AR Exploiting Around the Field-of-View Interaction
Houssem Saidi, Emmanuel Dubois, Marcos Serrano
CHI 2021
How to Evaluate Object Selection and Manipulation in VR? Guidelines from 20 Years of Studies
Joanna Bergström, Tor-Salve Dalsgaard, Jason Alexander
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