Direct vs. Score-based Selection: Understanding the Heisenberg Effect in Target Acquisition Across Input Modalities in Virtual Reality

Linjie Qiu1, Duotun Wang1, Boyu Li1,2, Jiawei Li1, Yulin Shen1, Zeyu Wang1,2, Mingming Fan1,2
The Hong Kong University of Science and Technology (Guangzhou)1, The Hong Kong University of Science and Technology2

Abstract

Target selection is a fundamental interaction in virtual reality (VR). But the act of confirming a selection, such as a button press or pinch, can disturb the tracked pose and shift the intended target, which is referred to as the Heisenberg Effect. Prior research has mainly investigated controller input. However, it remains unclear how the effect manifests in the bare-hand input and how score-based techniques may mitigate the effect in different spatial variations. To fill the gap, we conduct a within-subject study to examine the Heisenberg Effect across two input modalities (i.e., controller and hand) and two selection mechanisms (i.e., direct and score-based). Our results show that hand input is more susceptible to the Heisenberg Effect, with direct selection more influenced by target width and score-based selection more sensitive to target density. Based on previous vote-oriented technique and our temporal analysis, we introduce weighted VOTE, a history-based intention accuracy model for target voting, that reweights recent interaction intent to counteract input disturbances. Our evaluation shows the method improves selection accuracy compared to baseline techniques. Finally, we discuss future directions for adaptive selection methods.

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