Poster: Investigating One-Eyed and Stereo Cursors for 3D Pointing Tasks
Robert J. Teather * Wolfgang Stuerzlinger
†
Dept. of Computer Science & Engineering, York University
ABSTRACT
We compared two remote pointing techniques to two mouse
pointing techniques using both with a stereo- and mono-rendered
cursor. These were compared using a Fitts’ law pointing
experiment with varying target depths in a 3D scene. Results
indicate that mouse-based techniques performed best and that the
one-eyed cursor is beneficial only for some pointing techniques.
KEYWORDS: Pointing, 3D cursors, selection, Fitts’ law.
INDEX TERMS: H.5.2 [Information Interfaces and Presentation]:
User Interfaces – input devices, interaction styles
1 INTRODUCTION
Stereo 3D cursors introduce issues of diplopia and cue conflicts,
for example, if the cursor occludes geometry extending in front of
its movement plane. Ware and Lowther’s “one-eyed cursor” [9] is
a mono-rendered cursor which eliminates these problems
altogether. They report that the one-eyed cursor outperforms a
stereo 3D cursor in 3D pointing tasks. Since graphics drivers now
support stereo 3D in software that was originally non-stereo,
issues of cursor rendering arise. These usually display a stereo-
rendered non-perspective cursor using the disparity of the closest
occluded surface. A similar idea is to use a sliding 3D cursor that
always maintains contact with the background via mouse ray
casting. It handles both diplopia and stereo conflicts, as the stereo
cursor simply slides across it at the same depth. We investigate if
the one-eyed cursor is beneficial for such a technique, and for
remote pointing techniques.
2 RELATED WORK
Ray-based pointing techniques work with both 2DOF devices, and
3/6DOF devices. There is still interest in these techniques in 3D
user interface research [3, 6, 7]. A drawback of ray-based
techniques is the relative difficulty in selecting remote objects [6].
Far objects take up proportionally less screen space due to
perspective, but are also proportionally closer together. According
to Fitts’ law [2], pointing at screen-plane projections (object
images) of same-depth targets should thus be unaffected by object
depth. On the other hand, 6DOF ray control has higher angular
precision up close, and closer objects can be treated as effectively
larger than far objects [6].
Recent work [1, 5] investigated eye- and device-centric rays.
Results of these studies are somewhat contradictory. One reports
that device-centric rays perform better for 2D pointing tasks [5].
The other reports a new eye-centric ray technique outperforms
traditional (device-centric) ray-casting [1].
We evaluate the difference between eye-centric and device-
centric rays using both one-eyed and stereo cursors using Fitts’
law [2], a model of the speed/accuracy tradeoff in pointing tasks.
The model is MT = a+b×log
2
(D/W+1). MT is movement time, D is
target distance, and W is target size, while a and b are empirically
derived. An extension [4] is a post-experiment correction to adjust
the error rate to 4% by re-sizing targets to their “effective” width
(W
e
). The advantage of the extension is that it allows computation
of throughput. Variability between throughput scores for a
condition tends to be low. Consequently, results of pointing
studies are more consistent and comparable [8]. Conversely,
measures such as movement time vary greatly at the expense of
accuracy. Details of computing throughput for 3D pointing tasks
can be found in our previous work [8].
3 POINTING TECHNIQUES
We used two different cursor modes and compared the mouse to a
remote pointing device. The first cursor mode displayed a screen
plane cursor. The second mode used a sliding cursor [8]. Figure 1
depicts the four device/cursor combinations: a) a screen-plane
(standard) mouse cursor, b) a sliding 3D mouse cursor, c) a novel
screen-plane ray-controlled cursor, and d) a device-centric ray
with sliding cursor (classic ray pointing). The “mouse” condition
used the eye ray through the screen cursor for selection. The
“sliding mouse cursor” displayed the cursor at the scene/ray
intersection point; the cursor thus slides over geometry.
The novel remote “ray-screen” technique displays the cursor in
the screen plane at the intersection of the device ray and screen.
However, it uses the eye ray through this cursor for actual
selection. This affords selection of object projections. This differs
from Argelaguet’s [1] RCE technique which uses device
orientation to control eye-ray orientation. The final technique used
“traditional” ray-casting: a device-centric ray that requires users to
point the device directly at the 3D targets.
Figure 1. (a) Mouse cursor, (b) Sliding mouse cursor, (c) ray-
screen, (d) ray. The dashed arrow is the selection ray, and the solid
arrow is the device ray. The “+” is the cursor.
4 METHODOLOGY
We recruited sixteen participants, (mean age 23.1 years, eight
female, all right-handed). The study used a stereo-capable PC and
a NaturalPoint Optitrack calibrated to 0.7 mm RMS with latency
of 65 ms. The task used a 3D version of the ISO task, and requires
selecting the highlighted target. The software and procedure was
the same as that detailed in our previous work [8]. The study used
a 4×2×4 within-subjects design. The factors were technique
(mouse cursor, sliding cursor, ray screen, ray), cursor (one-eyed,
or stereo), and target depth (+8, 0, -8, -20 cm). The dependent
variables were time (ms), error rate (missed target percent), and
throughput (bits per second).
* email: rteather@cse.yorku.ca
† email: wolfgang@cse.yorku.ca
167
IEEE Symposium on 3D User Interfaces 2012
4-5 March, Orange County, CA, USA
978-1-4673-1205-9/12/$31.00 ©2012 IEEE