Skip to main content

VRMouse: Mouse Emulation with the VR Controller for 2D Selection in VR

  • Conference paper
  • First Online:
Book cover Advances in Usability, User Experience, Wearable and Assistive Technology (AHFE 2020)

Part of the book series: Advances in Intelligent Systems and Computing ((AISC,volume 1217))

Included in the following conference series:

Abstract

Selection is one of the fundamental tasks of user interaction in VR. Currently, the most popular selection technique is ray-casting, but whether ray-casting is the most appropriate selection method for 2D selection in VR is questionable due to its inherent limitations. To address the issues associated with ray-casting, we proposed the VRMouse, a new technique that emulates the mouse with the VR controller. VRMouse transforms the VR controller into a mouse by restricting its six degrees of freedom to two and simulating 2D desktop-like cursor control. We evaluated the technique against ray-casting in an experiment based on ISO 9241-9. Results indicated that VRMouse excelled over the ray-casting, in terms of accuracy, comfort, and satisfaction. The findings of this preliminary study imply that the proposed VRMouse technique could enhance 2D selection performance in VR.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 169.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 219.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. LaViola Jr., J.J., Kruijff, E., McMahan, R.P., Bowman, D., Poupyrev, I.P.: 3D User Interfaces: Theory and Practice. Addison-Wesley Professional, Boston (2017)

    Google Scholar 

  2. Bowman, D.A., Hodges, L.F.: An evaluation of techniques for grabbing and manipulating remote objects in immersive virtual environments. In: Proceedings of the 1997 Symposium on Interactive 3D Graphics - SI3D 1997 (1997). https://doi.org/10.1145/253284.253301

  3. Mine, M.: Virtual environment interaction techniques. UNC Chapel Hill Computer Science Technical report, pp. 1–18 (1995). https://dl.acm.org/doi/book/10.5555/897820

  4. Lee, J.H., An, S.-G., Kim, Y., Bae, S.-H.: Projective windows: bringing windows in space to the fingertip. In: Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, pp. D412:1 (2018). https://doi.org/10.1145/3170427.3186524

  5. Ens, B., Hincapié-Ramos, J.D., Irani, P.: Ethereal planes: a design framework for 2D information spaces in 3D mixed reality environments. In: Proceedings of 2nd ACM Symposium on Spatial User Interaction - SUI 2014, pp. 2–12 (2014). https://doi.org/10.1145/2659766.2659769

  6. Herndon, K.P., Van Dam, A., Gleicher, M.: The challenges of 3D interaction. ACM SIGCHI Bull. (1994). https://doi.org/10.1145/191642.191652

    Article  Google Scholar 

  7. Chester, M.R., Rys, M.J., Konz, S.A.: Leg swelling, comfort and fatigue when sitting, standing, and sit/standing. Int. J. Ind. Ergon. 29, 289–296 (2002). https://doi.org/10.1016/S0169-8141(01)00069-5

    Article  Google Scholar 

  8. Merhi, O., Faugloire, E., Flanagan, M., Stoffregen, T.A.: Motion sickness, console video games, and head-mounted displays. Hum. Factors J. Hum. Factors Ergon. Soc. 49, 920–934 (2007). https://doi.org/10.1518/001872007X230262

  9. Steed, A., Parker, C.: 3D selection strategies for head tracked and non-head tracked operation of spatially immersive displays. In: 8th International Immersive Projection Technology Workshop (2004)

    Google Scholar 

  10. Jang, S., Stuerzlinger, W., Ambike, S., Ramani, K.: Modeling cumulative arm fatigue in mid-air interaction based on perceived exertion and kinetics of arm motion. In: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems - CHI 2017, pp. 3328–3339. ACM Press, New York (2017). https://doi.org/10.1145/3025453.3025523

  11. Bérard, F., Ip, J., Benovoy, M., El-Shimy, D., Blum, J.R., Cooperstock, J.R.: Did “minority report” get it wrong? Superiority of the mouse over 3D input devices in a 3D placement task. LNCS (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (2009). https://doi.org/10.1007/978-3-642-03658-3_45

  12. Teather, R.J., Stuerzlinger, W.: Pointing at 3D targets in a stereo head-tracked virtual environment. In: Proceedings of the 3DUI 2011 - IEEE Symposium on 3D User Interfaces 2011 (2011). https://doi.org/10.1109/3DUI.2011.5759222

  13. Argelaguet, F., Andujar, C.: A survey of 3D object selection techniques for virtual environments. Comput. Graph. 37, 121–136 (2013). https://doi.org/10.1016/j.cag.2012.12.003

    Article  Google Scholar 

  14. Liang, J., Green, M.: JDCAD: a highly interactive 3D modeling system. Comput. Graph. (1994). https://doi.org/10.1016/0097-8493(94)90062-0

    Article  Google Scholar 

  15. Forsberg, A., Herndon, K., Zeleznik, R.: Aperture based selection for immersive virtual environments. In: Proceedings of the 9th Annual ACM Symposium on User Interface Software and Technology - UIST 1996 (1996). https://doi.org/10.1145/237091.237105

  16. Steinicke, F., Ropinski, T., Hinrichs, K.: Object selection in virtual environments using an improved virtual pointer metaphor. In: Computer Vision and Graphics, pp. 320–326. Kluwer Academic Publishers, Dordrecht (2006). https://doi.org/10.1007/1-4020-4179-9_46

  17. Moore, A.G., Hatch, J.G., Kuehl, S., McMahan, R.P.: VOTE: a ray-casting study of vote-oriented technique enhancements. Int. J. Hum Comput Stud. 120, 36–48 (2018). https://doi.org/10.1016/j.ijhcs.2018.07.003

    Article  Google Scholar 

  18. Pierce, J.S., Forsberg, A.S., Conway, M.J., Hong, S., Zeleznik, R.C., Mine, M.R.: Image plane interaction techniques in 3D immersive environments. In: Proceedings of the 1997 Symposium on Interactive 3D Graphics, pp. 39–ff (1997). https://doi.org/10.1145/253284.253303

  19. Ramcharitar, A., Teather, R.: EZCursorVR: 2D selection with virtual reality head-mounted displays. In: Proceedings - Graphics Interface, pp. 114–121 (2018). https://doi.org/10.20380/GI2018.15

  20. Soukoreff, R.W., MacKenzie, I.S.: Towards a standard for pointing device evaluation, perspectives on 27 years of Fitts’ law research in HCI. Int. J. Hum. Comput. Stud. (2004). https://doi.org/10.1016/j.ijhcs.2004.09.001

    Article  Google Scholar 

  21. International Organization for Standardization: Ergonomic requirements for office work with visual display terminals (VDTs) — Part 9: requirements for non-keyboard input devices (ISO 9241-9) (2002)

    Google Scholar 

  22. Hart, S.G.: Nasa-Task Load Index (NASA-TLX); 20 years later. In: Proceedings of the Human Factors and Ergonomics Society Annual Meeting, vol. 50, pp. 904–908 (2006). https://doi.org/10.1177/154193120605000909

  23. Scott MacKenzie, I.: Fitts’ throughput and the remarkable case of touch-based target selection (2015). https://doi.org/10.1007/978-3-319-20916-6_23

  24. Bowman, D.A., Wingrave, C.A., Campbell, J.M., Ly, V.Q., Rhoton, C.J.: Novel uses of pinch GlovesTM for virtual environment interaction techniques. Virtual Real. 6, 122–129 (2002). https://doi.org/10.1007/s100550200013

    Article  Google Scholar 

Download references

Acknowledgments

This work was funded by KAIST College of Engineering Global Initiative Convergence Research Program and KAIST Start-Up Fund.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Shuping Xiong .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2020 The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Kim, W., Jung, J., Xiong, S. (2020). VRMouse: Mouse Emulation with the VR Controller for 2D Selection in VR. In: Ahram, T., Falcão, C. (eds) Advances in Usability, User Experience, Wearable and Assistive Technology. AHFE 2020. Advances in Intelligent Systems and Computing, vol 1217. Springer, Cham. https://doi.org/10.1007/978-3-030-51828-8_87

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-51828-8_87

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-51827-1

  • Online ISBN: 978-3-030-51828-8

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics