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Wagner, U., Kim, J., Wu, Z., Zhou, Q., Romero, M., Iop, A., . . . Pfeuffer, K. (2025). A Study of Multimodal Pen + Gaze Interaction Techniques for Shape Point Translation in Extended Reality. In: Proceedings - 2025 IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2025: . Paper presented at 24th IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2025, Daejeon, South Korea, October 8-12, 2025 (pp. 454-464). Institute of Electrical and Electronics Engineers (IEEE)
Open this publication in new window or tab >>A Study of Multimodal Pen + Gaze Interaction Techniques for Shape Point Translation in Extended Reality
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2025 (English)In: Proceedings - 2025 IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2025, Institute of Electrical and Electronics Engineers (IEEE) , 2025, p. 454-464Conference paper, Published paper (Refereed)
Abstract [en]

Eye-tracking offers new ways to augment our interaction possibilities in extended reality. This paper investigates how gaze can assist pen users in translating shape points within graphical models. By leveraging gaze, we can support the usual design activities with an option where objects can be selected and repositioned through eye movements, with the pen serving as a confirmation tool. This can reduce manual effort and enhance efficiency and ergonomics. To evaluate its effectiveness, we compare four interaction techniques: two pen-based baselines (direct and ray-based) and two gaze-supported methods (gaze for selection and/or object dragging), using a probability based selection scheme. In a user study, 16 participants carried out a shape point translation task and their performance, effort, and user experience were measured. The results highlight the performance trade-offs of each technique - while the gaze-based dragging method introduced marginally more errors, it significantly reduced task time. Our findings offer comparative insights into the strength and limitations of gaze-and pen-based interaction methods, supporting the design of future multimodal 3D design tools.

Place, publisher, year, edition, pages
Institute of Electrical and Electronics Engineers (IEEE), 2025
Keywords
Input techniques, eye-tracking, gaze interaction, vr
National Category
Computer Sciences Human Computer Interaction
Identifiers
urn:nbn:se:kth:diva-385578 (URN)10.1109/ISMAR67309.2025.00056 (DOI)2-s2.0-105025051658 (Scopus ID)
Conference
24th IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2025, Daejeon, South Korea, October 8-12, 2025
Note

Part of ISBN 9798331587611

QC 20260716

Available from: 2026-07-16 Created: 2026-07-16 Last updated: 2026-07-16Bibliographically approved
Wu, Z., Wagner, U., Romero, M., Iop, A., Matviienko, A. & Pfeuffer, K. (2025). Eyes on Target, Pen on Table: Precise VR Interaction with Gaze and Pen. In: Proceedings - 2025 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2025: . Paper presented at 2025 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2025, Daejeon, Korea, October 8- 12, 2025 (pp. 46-53). Institute of Electrical and Electronics Engineers Inc.
Open this publication in new window or tab >>Eyes on Target, Pen on Table: Precise VR Interaction with Gaze and Pen
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2025 (English)In: Proceedings - 2025 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2025, Institute of Electrical and Electronics Engineers Inc. , 2025, p. 46-53Conference paper, Published paper (Refereed)
Abstract [en]

Precise manipulation, fast interaction, and lasting comfort are hard to reconcile in VR. Modern controllers can track at sub-millimetre resolution in ideal conditions, yet mid-air reach, tremor, and arm elevation still impair accuracy and induce fatigue. We present Eyes on Target, Pen on Table, combining gaze-driven target selection with desk-supported, pressure-adaptive pen input. In a within-subjects study (N=12), it was compared with a direct mid-air pen baseline. In 2D tasks, mean placement error dropped by 40% with no significant time cost, while in 3D tasks error fell by 58% at a 52% time cost. With control-display gain with axis constraint, error reductions reached 77% in 2D and 81% in 3D relative to the baseline. Across conditions, the approach also reduced arm fatigue and NASA-TLX workload. Our findings position the Gaze + Pen on Table technique as a balanced, sustainable alternative for production-level VR design, with practical guidelines for implementation.

Place, publisher, year, edition, pages
Institute of Electrical and Electronics Engineers Inc., 2025
Keywords
3D manipulation, gaze interaction, input techniques, pen pressure, virtual reality
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:kth:diva-377506 (URN)10.1109/ISMAR-Adjunct68609.2025.00016 (DOI)2-s2.0-105029712731 (Scopus ID)
Conference
2025 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2025, Daejeon, Korea, October 8- 12, 2025
Note

Part of ISBN 9798331593476

QC 20260302

Available from: 2026-03-02 Created: 2026-03-02 Last updated: 2026-03-02Bibliographically approved
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Identifiers
ORCID iD: ORCID iD iconorcid.org/0009-0002-5300-047X

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