English

Optimizing Curve-Based Selection with On-Body Surfaces in Virtual Environments

Human-Computer Interaction 2025-03-04 v1

Abstract

Virtual Reality (VR) interfaces often rely on linear ray-casting for object selection but struggle with precision in dense or occluded environments. This late-breaking work introduces an optimized dual-layered selection mechanism combining dynamic Bezier Curves, controlled via finger gestures, with on-body interaction surfaces to enhance precision and immersion. Bezier Curves offer fine-grained control and flexibility in complex scenarios, while on-body surfaces project nearby virtual objects onto the user's forearm, leveraging proprioception and tactile feedback. A preliminary qualitative study (NN = 24) compared two interaction paradigms (Bezier Curve vs. Linear Ray) and two interaction media (On-body vs. Mid-air). Participants praised the Bezier Curve's ability to target occluded objects but noted the physical demand. On-body interactions were favored for their immersive qualities, while mid-air interactions were appreciated for maintaining focus on the virtual scene. These findings highlight the importance of balancing ease of learning and precise control when designing VR selection techniques, opening avenues for further exploration of curve-based and on-body interactions in dense virtual environments.

Keywords

Cite

@article{arxiv.2503.01015,
  title  = {Optimizing Curve-Based Selection with On-Body Surfaces in Virtual Environments},
  author = {Xiang Li and Per Ola Kristensson},
  journal= {arXiv preprint arXiv:2503.01015},
  year   = {2025}
}

Comments

Accepted by ACM CHI 2025 as a Late-Breaking Work paper

R2 v1 2026-06-28T22:03:50.393Z