UniScale is proposed, a set of unimanual alternatives to the standard bimanual pinch, allowing users to scale objects while preserving hand availability for concurrent spatial manipulations.
Abstract
Object scaling serves as a fundamental spatial manipulation that enables complex and productive tasks in XR environments. This paper investigates unimanual scaling techniques for XR using gaze and hand interactions. We propose UniScale, a set of unimanual alternatives to the standard bimanual pinch, allowing users to scale objects while preserving hand availability for concurrent spatial manipulations. We design five distinct mapping strategies based on physical metaphors, exploring unimanual control that varies depth, angle, micro-gestures, and finger-distance input. We then compare these techniques against a standard bimanual baseline, in which users adjust the inter-hand distance via a bimanual pinch gesture. In a user study, we evaluate their effectiveness in a 3D object scaling task under both clutching and clutching-free conditions. The results indicate that while bimanual scaling relies on clutching for stable control, unimanual techniques excel in clutching-free conditions, significantly reducing physical hand movement. From the results, we derive valuable design implications for developing efficient 3D multimodal interactions in XR.
This work investigates how gaze-and-touch enhances dragging and mitigates Motion-Induced instability, and presents GazeTune, a cascaded multimodal interaction technique combining gaze and touch to refine gaze-based selection and manipulation.
Jina Kim, Eric J. Gonzalez, Yang Zhang et al.· 0 citations
As XR matures into a ubiquitous computing platform, the disconnect between 2D and 3D input modalities remains a critical barrier to seamless workflow. Frequent transitions between the mouse for 2D precision and hand gestures for 3D manipulation induce significant physical fatigue and cognitive load. To address this, we...
Jinwook Kim, Sangmin Park, Jihyeon Lee et al.· 0 citations
Virtual reality (VR) hand-tracking systems offer novel affordances for gesture-based object interaction, including conditions impossible in the physical world such as the absence of gravity. However, how these affordances shape manipulative gesture production across developmental groups remains underexplored. This expl...
G. Baykal, Ali Leylekoğlu, Sude Arslan et al.· Adjunct Proceedings of the 1...· 0 citations
Object selection in virtual reality (VR) is a deceptively difficult problem: the same user must reach for a pen on their desk, point to a chart across the room, and answer a question on a distant whiteboard yet no single input modality performs well across all three. Gaze suffers from unintentional activation, hand ges...
J. Sachdeva, Prashant Rawat· Proceedings of the 28th Inte...· 0 citations
ObjectiveThis study aims to investigate how information processing tasks can be performed by hand-based gestures in immersive environments and to identify usable gesture designs.BackgroundWith advances in display and interaction technologies, immersive environments have evolved to support productivity-oriented activiti...
Fang-Yuan Cheng, Emily Fang, Karen B. Chen· Human Factors· 0 citations
Mid-air hand gestures enable users to execute commands in on-the-go contexts, especially when other input methods are unavailable. However, in order to complete complex tasks, users must string gestures together into a sequence; this paper breaks down the unique design considerations and human factor issues introduced...
Blaine Lewis, Parastoo Abtahi, Christopher Collins et al.· Proceedings of the 2026 ACM...· 0 citations
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