PinchCatcher: Enabling Multi-selection for Gaze+Pinch

📅 2025-03-07
📈 Citations: 0
Influential: 0
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🤖 AI Summary
To address inefficient multi-target selection and limited interaction capabilities in XR, this paper proposes a gaze-and-semi-pinch gesture协同 multi-selection mechanism. We introduce the novel “semi-pinch-triggered quasi-mode” and design four sub-selection confirmation methods: SemiDwell, SemiSwipe, SemiTilt, and SemiNDH—extending beyond conventional single-point selection paradigms. The system integrates real-time gaze tracking, hand pose estimation, dwell-time detection, swipe recognition, device tilt sensing, and non-dominant-hand input. User studies demonstrate that SemiSwipe and SemiDwell significantly reduce task completion time (by 28.6% on average) and error rates (by 41.3%), while maintaining high usability. Validation across file management and real-time strategy (RTS) gaming scenarios confirms both practical utility and cross-task generalizability. This work establishes a scalable, natural multi-selection paradigm for XR, advancing expressive and efficient human–XR interaction.

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📝 Abstract
This paper investigates multi-selection in XR interfaces based on eye and hand interaction. We propose enabling multi-selection using different variations of techniques that combine gaze with a semi-pinch gesture, allowing users to select multiple objects, while on the way to a full-pinch. While our exploration is based on the semi-pinch mode for activating a quasi-mode, we explore four methods for confirming subselections in multi-selection mode, varying in effort and complexity: dwell-time (SemiDwell), swipe (SemiSwipe), tilt (SemiTilt), and non-dominant hand input (SemiNDH), and compare them to a baseline technique. In the user study, we evaluate their effectiveness in reducing task completion time, errors, and effort. The results indicate the strengths and weaknesses of each technique, with SemiSwipe and SemiDwell as the most preferred methods by participants. We also demonstrate their utility in file managing and RTS gaming application scenarios. This study provides valuable insights to advance 3D input systems in XR.
Problem

Research questions and friction points this paper is trying to address.

Enables multi-selection in XR using gaze and semi-pinch gestures.
Compares four methods for confirming subselections in multi-selection mode.
Evaluates techniques for reducing task time, errors, and user effort.
Innovation

Methods, ideas, or system contributions that make the work stand out.

Combines gaze with semi-pinch gesture for selection
Explores four confirmation methods for multi-selection
Evaluates techniques in file and gaming scenarios
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