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OakleyIan

Oakley, Ian
Interactions Lab.
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Comparing selection mechanisms for gaze input techniques in head-mounted displays

Author(s)
Esteves, AugustoShin, YonghwanOakley, Ian
Issued Date
2020-07
DOI
10.1016/j.ijhcs.2020.102414
URI
https://scholarworks.unist.ac.kr/handle/201301/32190
Fulltext
https://www.sciencedirect.com/science/article/pii/S1071581920300185?via%3Dihub
Citation
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES, v.139, pp.UNSP 10241
Abstract
Head movements are a common input modality on VR/AR headsets. However, although they enable users to control a cursor, they lack an integrated method to trigger actions. Many approaches exist to fill this gap: dedicated "clickers", on-device buttons, mid-air gestures, dwell, speech and new input techniques based on matching head motions to those of visually presented targets. These proposals are diverse and there is a current lack of empirical data on the performance of, experience of, and preference for these different techniques. This hampers the ability of designers to select appropriate input techniques to deploy. We conduct two studies that address this problem. A Fitts' Law study compares five traditional selection techniques and concludes that clicker (hands-on) and dwell (hands-free) provide optimal combinations of precision, speed and physical load. A follow-up study compares clicker and dwell to a motion matching implementation. While clicker remains fastest and dwell most accurate, motion matching may provide a valuable compromise between these two poles.
Publisher
ACADEMIC PRESS LTD- ELSEVIER SCIENCE LTD
ISSN
1071-5819
Keyword (Author)
Hands-free inputHead pointingHead-mounted displayVirtual-realityAugmented-realityGaze inputMotion matching
Keyword
AUGMENTED REALITY VISUALIZATIONSYSTEM

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