Eye tracking in virtual reality: a broad review of applications and challenges

IB Adhanom, P MacNeilage, E Folmer - Virtual Reality, 2023 - Springer
Eye tracking is becoming increasingly available in head-mounted virtual reality displays with
various headsets with integrated eye trackers already commercially available. The …

A survey of challenges and methods for Quality of Experience assessment of interactive VR applications

S Vlahovic, M Suznjevic, L Skorin-Kapov - Journal on Multimodal User …, 2022 - Springer
User acceptance of virtual reality (VR) applications is dependent on multiple aspects, such
as usability, enjoyment, and cybersickness. To fully realize the disruptive potential of VR …

Collaborative work in augmented reality: A survey

M Sereno, X Wang, L Besançon… - … on Visualization and …, 2020 - ieeexplore.ieee.org
In Augmented Reality (AR), users perceive virtual content anchored in the real world. It is
used in medicine, education, games, navigation, maintenance, product design, and …

A fitts' law study of gaze-hand alignment for selection in 3d user interfaces

U Wagner, MN Lystbæk, P Manakhov… - Proceedings of the …, 2023 - dl.acm.org
Gaze-Hand Alignment has recently been proposed for multimodal selection in 3D. The
technique takes advantage of gaze for target pre-selection, as it naturally precedes manual …

Gaze-supported 3d object manipulation in virtual reality

D Yu, X Lu, R Shi, HN Liang, T Dingler… - Proceedings of the …, 2021 - dl.acm.org
This paper investigates integration, coordination, and transition strategies of gaze and hand
input for 3D object manipulation in VR. Specifically, this work aims to understand whether …

Iteratively designing gesture vocabularies: A survey and analysis of best practices in the HCI literature

H **a, M Glueck, M Annett, M Wang… - ACM Transactions on …, 2022 - dl.acm.org
Gestural interaction has evolved from a set of novel interaction techniques developed in
research labs, to a dominant interaction modality used by millions of users everyday …

TapID: Rapid touch interaction in virtual reality using wearable sensing

M Meier, P Streli, A Fender… - 2021 IEEE Virtual Reality …, 2021 - ieeexplore.ieee.org
Current Virtual Reality systems typically use cameras to capture user input from controllers
or free-hand mid-air interaction. In this paper, we argue that this is a key impediment to …

XRgonomics: facilitating the creation of ergonomic 3D interfaces

JM Evangelista Belo, AM Feit, T Feuchtner… - Proceedings of the …, 2021 - dl.acm.org
Arm discomfort is a common issue in Cross Reality applications involving prolonged mid-air
interaction. Solving this problem is difficult because of the lack of tools and guidelines for 3D …

Back-hand-pose: 3D hand pose estimation for a wrist-worn camera via dorsum deformation network

E Wu, Y Yuan, HS Yeo, A Quigley, H Koike… - Proceedings of the 33rd …, 2020 - dl.acm.org
The automatic recognition of how people use their hands and fingers in natural settings--
without instrumenting the fingers--can be useful for many mobile computing applications. To …

Pinch, click, or dwell: Comparing different selection techniques for eye-gaze-based pointing in virtual reality

AK Mutasim, AU Batmaz, W Stuerzlinger - Acm symposium on eye …, 2021 - dl.acm.org
While a pinch action is gaining popularity for selection of virtual objects in eye-gaze-based
systems, it is still unknown how well this method performs compared to other popular …