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Eric J. Gonzalez

Publications and source records attributed to Eric J. Gonzalez.

9 recordsLinked to original sources

GazeTune: Facilitating Precise Gaze-Driven Interactions with Cascaded Touch Input

Eye gaze has become an essential input for spatial computing, but its coarse targeting and saccadic nature limit precision and complicate continuous interactions such as dragging, especially under user motion. Gaze+pinch has also become standard in XR for its convenience, yet mid-air gestures remain imprecise, fatiguing, and socially unacceptable. These limitations underscore the need for an approach that preserves the speed of gaze while enabling stable, fine control. We present GazeTune, a cascaded multimodal interaction technique combining gaze and touch to refine gaze-based selection and manipulation. Touch serves as a refinement channel within gaze pointing, allowing precise cursor and target control. Our work investigates how gaze-and-touch enhances dragging and mitigates Motion-Induced instability. In a study (N=20), we compared GazeTune against gaze-only and gaze-pinch methods in 2D dragging. Results show that GazeTune achieves significantly lower error with comparable execution time, validating its effectiveness and balanced trade-off between time and accuracy.

cs.HC

Sticky and Magnetic: Evaluating Error Correction and User Adaptation in Gaze and Pinch Interaction

The gaze-and-pinch framework offers a high-fidelity interaction modality for spatial computing in virtual reality (VR), yet it remains vulnerable to coordination errors--timing misalignments between gaze fixation and pinch gestures. These errors are categorized into two types: late triggers (gaze leaves a target before pinch) and early triggers (pinch before gaze arrival on target). While late triggers are well-studied, early triggers lack robust solutions. We investigate two heuristics--STICKY selection (temporal buffer) and MAGNETIC selection (spatial field)--to mitigate these errors. A within-subjects study (N = 9) on the Samsung Galaxy XR evaluated these heuristics against a baseline. Findings indicate that while throughput and selection time remained stable, the heuristics fundamentally shifted user behavior and significantly reduced errors during selection. Notably, MAGNETIC selection induced an "offloading" effect where users traded precision for speed. Additionally, the heuristics reclassified ambiguous failures as explainable coordination errors. We provide recommendations for selection heuristics that enhance interaction speed and cognitive agency in virtual reality.

cs.HC

SurfaceXR: Fusing Smartwatch IMUs and Egocentric Hand Pose for Seamless Surface Interactions

Mid-air gestures in Extended Reality (XR) often cause fatigue and imprecision. Surface-based interactions offer improved accuracy and comfort, but current egocentric vision methods struggle due to hand tracking challenges and unreliable surface plane estimation. We introduce SurfaceXR, a sensor fusion approach combining headset-based hand tracking with smartwatch IMU data to enable robust inputs on everyday surfaces. Our insight is that these modalities are complementary: hand tracking provides 3D positional data while IMUs capture high-frequency motion. A 21-participant study validates SurfaceXR's effectiveness for touch tracking and 8-class gesture recognition, demonstrating significant improvements over single-modality approaches.

cs.CV

World Mouse: Exploring Interactions with a Cross-Reality Cursor

As Extended Reality (XR) systems increasingly map and understand the physical world, interacting with these blended representations remains challenging. The current push for "natural" inputs has its trade-offs: touch is limited by human reach and fatigue, while gaze often lacks the precision for fine interaction. To bridge this gap, we introduce World Mouse, a cross-reality cursor that reinterprets the familiar 2D desktop mouse for complex 3D scenes. The system is driven by two core mechanisms: within-object interaction, which uses surface normals for precise cursor placement, and between-object navigation, which leverages interpolation to traverse empty space. Unlike previous virtual-only approaches, World Mouse leverages semantic segmentation and mesh reconstruction to treat physical objects as interactive surfaces. Through a series of prototypes, including object manipulation and screen-to-world transitions, we illustrate how cross-reality cursors may enable seamless interactions across real and virtual environments.

cs.HC

DeltaDorsal: Enhancing Hand Pose Estimation with Dorsal Features in Egocentric Views

The proliferation of XR devices has made egocentric hand pose estimation a vital task, yet this perspective is inherently challenged by frequent finger occlusions. To address this, we propose a novel approach that leverages the rich information in dorsal hand skin deformation, unlocked by recent advances in dense visual featurizers. We introduce a dual-stream delta encoder that learns pose by contrasting features from a dynamic hand with a baseline relaxed position. Our evaluation demonstrates that, using only cropped dorsal images, our method reduces the Mean Per Joint Angle Error (MPJAE) by 18% in self-occluded scenarios (fingers >= 50% occluded) compared to state-of-the-art techniques that depend on the whole hand's geometry and large model backbones. Consequently, our method not only enhances the reliability of downstream tasks like index finger pinch and tap estimation in occluded scenarios but also unlocks new interaction paradigms, such as detecting isometric force for a surface "click" without visible movement while minimizing model size.

cs.CV

Revisiting put-that-there, context aware window interactions via LLMs

We revisit Bolt's classic "Put-That-There" concept for modern head-mounted displays by pairing Large Language Models (LLMs) with XR sensor and tech stack. The agent fuses (i) a semantically segmented 3-D environment, (ii) live application metadata, and (iii) users' verbal, pointing, and head-gaze cues to issue JSON window-placement actions. As a result, users can manage a panoramic workspace through: (1) explicit commands ("Place Google Maps on the coffee table"), (2) deictic speech plus gestures ("Put that there"), or (3) high-level goals ("I need to send a message"). Unlike traditional explicit interfaces, our system supports one-to-many action mappings and goal-centric reasoning, allowing the LLM to dynamically infer relevant applications and layout decisions, including interrelationships across tools. This enables seamless, intent-driven interaction without manual window juggling in immersive XR environments.

cs.HC

HandOver: Enabling Precise Selection & Manipulation of 3D Objects with Mouse and Hand Tracking

We present HandOver, an extended reality (XR) interaction technique designed to unify the precision of traditional mouse input for object selection with the expressiveness of hand-tracking for object manipulation. With HandOver, the mouse is used to drive a depth-aware 3D cursor enabling precise and restful targeting -by hovering their hand over the mouse, the user can then seamlessly transition into direct 3D manipulation of the target object. In a formal user study, we compare HandOver against two raybased techniques: traditional raycasting (Ray) and a hybrid method (Ray+Hand) in a 3D docking task. Results show HandOver yields lower task errors across all distances, and moreover improves interaction ergonomics as highlighted by a RULA posture analysis and self-reported measures (NASA-TLX). These findings illustrate the benefits of blending traditional precise input devices with the expressive gestural inputs afforded by hand-tracking in XR, leading to improved user comfort and task performance. This blended paradigm yields a unified workflow allowing users to leverage the best of each input modality as they interact in immersive environments.

cs.HC

Augmented Object Intelligence with XR-Objects

Seamless integration of physical objects as interactive digital entities remains a challenge for spatial computing. This paper explores Augmented Object Intelligence (AOI) in the context of XR, an interaction paradigm that aims to blur the lines between digital and physical by equipping real-world objects with the ability to interact as if they were digital, where every object has the potential to serve as a portal to digital functionalities. Our approach utilizes real-time object segmentation and classification, combined with the power of Multimodal Large Language Models (MLLMs), to facilitate these interactions without the need for object pre-registration. We implement the AOI concept in the form of XR-Objects, an open-source prototype system that provides a platform for users to engage with their physical environment in contextually relevant ways using object-based context menus. This system enables analog objects to not only convey information but also to initiate digital actions, such as querying for details or executing tasks. Our contributions are threefold: (1) we define the AOI concept and detail its advantages over traditional AI assistants, (2) detail the XR-Objects system's open-source design and implementation, and (3) show its versatility through various use cases and a user study.

cs.HC

PARSE-Ego4D: Personal Action Recommendation Suggestions for Egocentric Videos

Intelligent assistance involves not only understanding but also action. Existing ego-centric video datasets contain rich annotations of the videos, but not of actions that an intelligent assistant could perform in the moment. To address this gap, we release PARSE-Ego4D, a new set of personal action recommendation annotations for the Ego4D dataset. We take a multi-stage approach to generating and evaluating these annotations. First, we used a prompt-engineered large language model (LLM) to generate context-aware action suggestions and identified over 18,000 action suggestions. While these synthetic action suggestions are valuable, the inherent limitations of LLMs necessitate human evaluation. To ensure high-quality and user-centered recommendations, we conducted a large-scale human annotation study that provides grounding in human preferences for all of PARSE-Ego4D. We analyze the inter-rater agreement and evaluate subjective preferences of participants. Based on our synthetic dataset and complete human annotations, we propose several new tasks for action suggestions based on ego-centric videos. We encourage novel solutions that improve latency and energy requirements. The annotations in PARSE-Ego4D will support researchers and developers who are working on building action recommendation systems for augmented and virtual reality systems.

cs.CV