PinchCatcher: Enabling Multi-selection for Gaze+Pinch
Jinwook Kim, Sangmin Park, Qiushi Zhou, Mar Gonzalez-Franco, Jeongmi Lee, Ken Pfeuffer
TL;DR
PinchCatcher introduces a one-handed, gaze-driven multi-selection framework for XR by leveraging a semi-pinch quasi-mode to contextualize subsequent actions. It compares four subselection triggering methods (SemiDwell, SemiSwipe, SemiTilt, SemiNDH) against a bimanual FullDH baseline, finding that SemiSwipe and SemiDwell provide the best balance of accuracy, effort, and user preference in a serial selection task. The authors validate the approach through a within-subject user study and illustrate practical use in 2D file management and a 3D RTS game, offering design guidance for future eye–hand XR interfaces. The work highlights trade-offs between input effort, error rates, and fatigue, contributing actionable insights for advancing gaze–pinch interaction in XR contexts.
Abstract
This paper investigates multi-selection in XR interfaces based on eye and hand interaction. We propose enabling multi-selection using different variations of techniques that combine gaze with a semi-pinch gesture, allowing users to select multiple objects, while on the way to a full-pinch. While our exploration is based on the semi-pinch mode for activating a quasi-mode, we explore four methods for confirming subselections in multi-selection mode, varying in effort and complexity: dwell-time (SemiDwell), swipe (SemiSwipe), tilt (SemiTilt), and non-dominant hand input (SemiNDH), and compare them to a baseline technique. In the user study, we evaluate their effectiveness in reducing task completion time, errors, and effort. The results indicate the strengths and weaknesses of each technique, with SemiSwipe and SemiDwell as the most preferred methods by participants. We also demonstrate their utility in file managing and RTS gaming application scenarios. This study provides valuable insights to advance 3D input systems in XR.
