Bend It, Aim It, Tap It: Designing an On-Body Disambiguation Mechanism for Curve Selection in Mixed Reality
Accepted version
Peer-reviewed
Repository URI
Repository DOI
Change log
Authors
Abstract
Object selection in Mixed Reality (MR) becomes particularly challenging in dense or occluded environments, where traditional mid-air ray-casting often leads to ambiguity and reduced precision. We present two complementary techniques: (1) a real-time Bézier Curve selection paradigm guided by finger curvature, enabling expressive one-handed trajectories, and (2) an on-body disambiguation mechanism that projects the four nearest candidates onto the user’s forearm via proximity-based mapping. Together, these techniques combine flexible, user-controlled selection with tactile, proprioceptive disambiguation. We evaluated their independent and joint effects in a $2 \times 2$ within-subjects study ($N = 24$), crossing interaction paradigm (Bézier Curve vs. Linear Ray) with interaction medium (Mid-air vs. On-body). Results show that on-body disambiguation significantly reduced selection errors and physical demand while improving perceived performance, hedonic quality, and user preference. Bézier input provided effective access to occluded targets but incurred longer task times and greater effort under some conditions. We conclude with design implications for integrating curved input and on-body previews to support precise, adaptive selection in immersive environments.