{"title":"Reaching further in VR: a comparative study with a novel velocity-based technique.","authors":"Filip Škola, Fotis Liarokapis","doi":"10.1007/s10055-025-01189-y","DOIUrl":null,"url":null,"abstract":"<p><p>Out-of-reach interaction in virtual reality has primarily relied on raycasting (selection using the laser pointer metaphor). However, as bare-hand tracking becomes increasingly prevalent, there is a growing need to explore and optimize hand-based out-of-reach interaction techniques. To address this, we introduce Hand Gliding and Laser Gliding, novel out-of-reach interaction techniques that use velocity-to-velocity mapping to control virtual hands through physical movements, and implement Go-Go and HOMER, position-to-position methods. First, a pilot study evaluated the feasibility of Hand Gliding. Next, we conducted a within-subject comparison of the four interaction techniques using selection and translation tasks while assessing speed, comfort, and subjective responses. The best results were achieved with both raycasting-aided techniques (HOMER, Laser Gliding) in terms of both performance and user comfort. Position-to-position mapping performed slightly better in tasks requiring rapid selection, while velocity-to-velocity techniques facilitated interaction at greater distances. The feasibility of velocity-to-velocity approaches to out-of-reach interaction was confirmed by this study. Due to their simple implementation (compared to position-based techniques, they do not require torso tracking data), velocity-based interaction methods have the potential for wide adoption in current VR systems.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"30 1","pages":"1"},"PeriodicalIF":5.4000,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12660419/pdf/","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Virtual Reality","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1007/s10055-025-01189-y","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2025/11/27 0:00:00","PubModel":"Epub","JCR":"Q1","JCRName":"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS","Score":null,"Total":0}
引用次数: 0
Abstract
Out-of-reach interaction in virtual reality has primarily relied on raycasting (selection using the laser pointer metaphor). However, as bare-hand tracking becomes increasingly prevalent, there is a growing need to explore and optimize hand-based out-of-reach interaction techniques. To address this, we introduce Hand Gliding and Laser Gliding, novel out-of-reach interaction techniques that use velocity-to-velocity mapping to control virtual hands through physical movements, and implement Go-Go and HOMER, position-to-position methods. First, a pilot study evaluated the feasibility of Hand Gliding. Next, we conducted a within-subject comparison of the four interaction techniques using selection and translation tasks while assessing speed, comfort, and subjective responses. The best results were achieved with both raycasting-aided techniques (HOMER, Laser Gliding) in terms of both performance and user comfort. Position-to-position mapping performed slightly better in tasks requiring rapid selection, while velocity-to-velocity techniques facilitated interaction at greater distances. The feasibility of velocity-to-velocity approaches to out-of-reach interaction was confirmed by this study. Due to their simple implementation (compared to position-based techniques, they do not require torso tracking data), velocity-based interaction methods have the potential for wide adoption in current VR systems.
期刊介绍:
The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to:
Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications
Development and evaluation of systems, tools, techniques and software that advance the field, including:
Display technologies, including Head Mounted Displays, simulators and immersive displays
Haptic technologies, including novel devices, interaction and rendering
Interaction management, including gesture control, eye gaze, biosensors and wearables
Tracking technologies
VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling.
Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence
Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems
Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.