Investigating Bubble Mechanism for Ray-Casting to
Improve 3D Target Acquisition in Virtual Reality
Yiqin Lu
*
Chun Yu
†
Yuanchun Shi
‡
Department of Computer Science and Technology, Tsinghua University
Key Laboratory of Pervasive Computing, Ministry of Education, China
ABSTRACT
Ray-casting, i.e., a ray cast from a hand-held controller to select
targets, is widely used in 3D environments. Inspired by the bubble
cursor [12] which dynamically resizes its selection range on 2D sur-
faces, we investigate a bubble mechanism for ray-casting in virtual
reality. Bubble mechanism identifies the target nearest to the ray,
with which users do not have to accurately shoot through the target.
We first design the criterion of selection and the visual feedback of
the bubble. We then conduct two experiments to evaluate ray-casting
techniques with bubble mechanism in both simple and complicated
3D target acquisition tasks. Results show the bubble mechanism
significantly improves ray-casting on both performance and prefer-
ence, and our Bubble Ray technique with angular distance definition
is competitive compared with other target acquisition techniques.
We also discuss potential improvements to show more practical
implementations of ray-casting with bubble mechanism.
Index Terms:
Human-centered computing—Human computer
interaction (HCI)—Interaction paradigms—Virtual reality; Human-
centered computing—Interaction design—Interaction design pro-
cess and methods—User interface design
1I
NTRODUCTION
Target acquisition is one of the most elementary interactions in
3D environments. Providing fast and accurate target acquisition
is important in designing virtual reality games and tools. Since a
3D virtual environment can be as large as the user’s field of view,
ray-casting [16,21], i.e., a ray cast from the ray source to the infinity,
has been widely used in virtual reality. Ray-casting has been applied
in many commercial virtual reality devices (e.g., HTC Vive), with
which the user holds a position-tracked controller to select by making
the ray go through the target (Figure 1a). However, ray-casting
will be unstable when selecting small and distant targets due to
the unintentional tremor from the user’s hand. This problem leads
to many researches to improve the selection performance of ray-
casting.
Bubble mechanism is first proposed from the bubble cursor [12]
for 2D target acquisition. The bubble cursor dynamically resizes its
selection range (bubble) of the cursor and guarantees only the near-
est target is contained by the bubble (Figure 1b). Bubble mechanism
allows selecting the nearest target without directly hitting the target,
which utilizes the empty space around targets and improves the se-
lection performance. Bubble mechanism has been shown promising
in 2D graphical interfaces and been extended into the 3D bubble
cursor [38], however, it has not been explored for ray-casting.
In this work, we investigate how the bubble mechanism can im-
prove ray-casting for 3D target acquisition in virtual reality. We first
*
e-mail: lu-yq16@mails.tsinghua.edu.cn
†
e-mail: chunyu@tsinghua.edu.cn, the corresponding author
‡
e-mail: shiyc@tsinghua.edu.cn
Figure 1: (a) Ray-casting. (b) Bubble Cursor [12]. (c) Ray-casting
with bubble mechanism. The ray (in red) is cast from the controller.
The green curve is the target indicator directing to the selected target.
Yellow disc is the bubble from the user’s view, which is tangent to the
selected target.
define two distance definitions of the bubble mechanism - Euclidean
and Angular, to measure the relationship between the ray and the
target. We then design a disc-shaped bubble tangent to the target
as the visual feedback using an iterative design process. Next, we
evaluate ray-casting techniques with bubble mechanism by compar-
ing them with other 3D target acquisition techniques in both simple
and complicated tasks. Results consistently show the technique with
angular distance definition has high performance in general cases
with less selection time, lower error rate and better user experience,
and it is also able to provide relatively stable selection when meeting
dense or occlusive cases. At last, we discuss potential improvements
according to the limitation of the bubble mechanism. Our findings
of the bubble mechanism for ray-casting make an incremental contri-
bution to the area of 3D target acquisition and benefit the community
of virtual reality.
2R
ELATED WORK
Related works will be introduced in two subsections. In the first
subsection, we will list existing ray-casting techniques for 3D target
acquisition and emphasize their features. In the second subsection,
we will introduce the bubble mechanism and show its variants and
applications in 2D and 3D cases. To our knowledge, no work has
been done to investigate the bubble mechanism for ray-casting on
3D target acquisition tasks in literature.
2.1 Ray-Casting Target Acquisition Technique
Ray-casting metaphor, often mentioned as “pointing” in some non-
virtual cases, is that a ray cast from the ray source to select targets
intersected with the ray. Ray-casting with a hand-held ray emitter (5
DOF) was first proposed as a “laser gun” or “laser pointer” [16, 21].
Due to the intuitiveness and user-friendliness, hand-held ray-casting
has been widely used in virtual reality researches and platforms for a
35
2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)
2642-5254/20/$31.00 ©2020 IEEE
DOI 10.1109/VR46266.2020.00-83