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Aunnoy K Mutasim

Publications and source records attributed to Aunnoy K Mutasim.

2 recordsLinked to original sources

Evaluating the Vergence-Accommodation Conflict in Gaze-Based 3D Target Selection

State-of-the-art head-mounted displays (HMDs) enable gaze-based selection in virtual environments. Yet, these HMDs suffer from the vergence-accommodation conflict (VAC), which is known to affect interaction performance. The VAC might influence gaze-based selection performance because it directly affects eye-movement behavior. Thus, in this paper, we investigate how the VAC influences gaze-based 3D target selection across varying depth conditions. Our results show that as the (visual) depth increases, user performance significantly decreases with gaze-based selection. Moreover, a previously suggested Variation in Diopter Fitts' law model captured this performance change better relative to a linear model. These findings provide evidence that gaze-based pointing is negatively affected by the VAC and highlight the importance of accounting for depth-dependent factors when designing gaze-based interaction in 3D environments.

cs.HC↗

Eyes on Many: Evaluating Gaze, Hand, and Voice for Multi-Object Selection in Extended Reality

Interacting with multiple objects simultaneously makes us fast. A pre-step to this interaction is to select the objects, i.e., multi-object selection, which is enabled through two steps: (1) toggling multi-selection mode -- mode-switching -- and then (2) selecting all the intended objects -- subselection. In extended reality (XR), each step can be performed with the eyes, hands, and voice. To examine how design choices affect user performance, we evaluated four mode-switching (SemiPinch, FullPinch, DoublePinch, and Voice) and three subselection techniques (Gaze+Dwell, Gaze+Pinch, and Gaze+Voice) in a user study. Results revealed that while DoublePinch paired with Gaze+Pinch yielded the highest overall performance, SemiPinch achieved the lowest performance. Although Voice-based mode-switching showed benefits, Gaze+Voice subselection was less favored, as the required repetitive vocal commands were perceived as tedious. Overall, these findings provide empirical insights and inform design recommendations for multi-selection techniques in XR.

cs.HC↗