3D Selection Techniques
An open database and visualization of techniques for selecting objects in virtual and augmented reality.
- 2D-Grid-Cursor (2019): In handheld AR, a translucent flat grid cursor is placed in the scene; vertical swipes move it in depth and horizontal swipes resize it,…
- 3C Box Lasso (2012): Clicking three corners of a box in space with the tracked hands defines an arbitrary 3D box, and all objects inside are selected.
- 3D Arrow (2011): A virtual pointer shaped like an arrow for selecting points and objects while sculpting in immersive environments.
- 3D Fisheye Node Selection (2024): The user picks a node near the target in a 3D graph as a focus and holds the joystick to apply a fisheye distortion that spreads the nodes…
- 3D Gaze Point Selection (2008): Select objects at different depths on a stereo display by gaze alone: the eye tracker estimates both where you look and how far, from the…
- 3D Magic Wand (2012): The user touches one seed object with a small 3D cursor, and the selection grows automatically to every object linked to it by short hops,…
- 3D Mirrored Object Selection (2020): The objects along the gaze ray are shown again in a virtual 3D mirror next to the gaze point, seen from another angle with the occluders…
- 3D Spherical Brush (2012): A semi-transparent sphere attached to each tracked hand selects every object inside it while a button is held, so the user paints over a…
- Adaptique (2025): Instead of one fixed technique, the system keeps scoring plain raycasting, StickyRay and RayCursor for the objects around where the user…
- AlphaCursor (2020): Ray-casting with a cursor pushed into depth by joystick; objects in front of the cursor turn transparent so hidden targets become visible.
- AMAZE (2023): A multi-finger gesture technique for selecting small and distant objects in dense VR scenes, with an extended variant AMAZE-X.
- Aperture Selection (1996): Targets are acquired through a controllable aperture that balances precision and speed.
- AR Tangible Brush (2022): Tangible Brush moved into an AR headset: the lasso is drawn on the tablet and swept through the data by moving the tablet, while the…
- AssistVR (2025): Speech-and-pointing selection: the user points a ray and describes the target's properties by voice to single it out.
- BackTracer (2023): When the trigger is pressed, the ray's recent history is checked and the object it rested on most during a short window before the press…
- Balloon Selection (2007): Fingers on a multi-touch table steer a 3D spherical cursor above it, like a helium balloon on a string, for precise selection with resting…
- BalloonProbe (2005): A 3D cursor inflates a spherical force field that pushes the objects inside it out onto the sphere's surface, so objects hidden in a dense…
- BalloonProbeAR (2025): For selecting physical objects in AR, a hemisphere placed where the hand ray meets the floor lifts virtual copies of nearby physical…
- Bent Pick Ray (2006): A ray that bends towards the selected object so that several users can point at and move objects in a shared projection display.
- BimodalGaze (2020): Point with your eyes and, only if the gaze cursor is off, nudge it with a deliberate head movement; the switch to head control happens…
- Blurry (Sticky) Finger (2016): Image-plane pointing for optical see-through AR that relies on proprioception: the out-of-focus fingertip covers the distant target.
- BoostHand (2017): A virtual hand with switchable non-linear mapping that reaches distant objects in AR classrooms.
- Box Selection with Deselection (2023): With one controller, pressing the trigger fixes a corner of a box and moving the hand stretches it; releasing selects everything inside,…
- Bubble Cursor (2007): A 3D cursor sphere grows or shrinks so that it always contains exactly the nearest target.
- Bubble Gaze Cursor (2020): A gaze-based area cursor technique that applies the bubble cursor mechanism to eye-gaze interaction, enlarging the effective selection…
- Bubble Gaze Lens (2020): A gaze-based selection technique that combines the bubble cursor idea with a lens mechanism to support more accurate target selection…
- Bubble Raycasting (2020): Ray-casting with a bubble: when the controller ray misses, the object closest to it is selected anyway, shown by a disc tangent to that…
- Cezve (2026): A virtual Turkish coffee pot held in the hand: it pulls targets just beyond reach into the pot, where they are picked with the virtual hand.
- ClockRay (2024): A controller ray is locked onto a group of overlapping objects, and then turning the wrist like a clock hand steps a depth cursor from one…
- CloudLasso (2012): For particle clouds on a 2D screen, the user draws a lasso, and only the dense regions inside its frustum are selected, found with a…
- Conductor (2022): Bimanual pointing where the ray from one hand selects along its length at the point set by the other hand's ray.
- Cone Casting (1994): A cone from the hand (flashlight) selects the object closest to its axis.
- Cone&Bubble (2024): Two pointers at once: one modality casts a cone that pre-selects the few nearest candidates, and a second casts a bubble ray that picks…
- Confidence-Aware Gaze-Depth Selection (2026): Eye gaze picks a target both by direction and by depth, estimated from where the two eyes converge; when the eye data look unreliable, the…
- Crossing-based selection (2019): Targets are selected by sweeping the ray or cursor across their boundary instead of pointing at them and clicking.
- CylinderPIM (2023): The left controller sweeps a large cone through the scene, and the objects inside appear live as small copies in a 3D cylinder held in…
- DEEP (2022): 3D gaze pointing in VR that uses eyelid movement (squinting or opening the eyes) to move the pointer in depth.
- Depth Ray (2006): A 3D selection technique for volumetric displays that extends ray-based pointing by adding control over depth, allowing users to select…
- Depth-Based Target Expansion (2026): Dwell-based gaze selection whose invisible activation area around each target grows during the dwell, and grows more for farther targets.
- Direct image plane (2003): A ray cast perpendicular to the image plane from a cursor that the hand moves over the view.
- Disambiguation Canvas (2013): A phone's orientation aims a sphere or cone at the target area; touching the screen lays all the objects caught out on a flat canvas…
- DiscPIM (2023): The left controller sweeps a large cone through the scene, and the objects inside appear live as small copies on a flat disc held in that…
- Disocclusion Headlight (2021): Selection assistance in VR that makes objects in front of the target transparent within a 'headlight' cone, revealing hidden targets.
- DrillSample (2013): Two-step selection for dense handheld AR: a ray drills through the scene, then the hit objects are laid out for picking.
- Dual Phone AR (2020): Mobile AR in which a second phone acts as a handheld controller that casts a ray into the scene seen through the first phone.
- DualGaze (2018): Gaze-only selection with a confirmation flag: looking at a button makes a small flag pop up where your gaze entered it, and glancing back…
- Duo-Reticles (2017): Two reticles follow the eyes: one shows the current gaze and a second, lagging reticle trails behind it; looking back at the lagging…
- Enhanced cone selection (2006): A cone selection technique that rates candidate objects using the user's pointing behaviour over time.
- Expand (2012): A 3D selection technique for dense and dynamic virtual environments that temporarily expands the candidate objects so the user can select…
- Expanding targets and forced disocclusion (2008): Targets under the pointer grow in size and occluding objects are pushed aside, making small and hidden targets easier to select.
- Extended Fishing Reel (2026): A controller ray carries a resizable box that the thumbstick slides along the ray and grows or shrinks; holding the trigger brushes…
- Eye mark pointer (2000): Gaze-controlled pointer for an immersive projection display, an early eye-tracking selection technique.
- Eye-gazed selection (2000): A ray follows the user's eye gaze and selects the object being looked at.
- Eye&Head (2019): Gaze pointing that uses eye and head movement together: the eyes point, and head movement refines or confirms the selection.
- EyeExpand (2025): While holding the trigger the user looks at a region of a dense scene; on release the objects inside a gaze cone are laid out on a disc in…
- EyePointing (2019): Gaze selects the target and a finger-pointing gesture confirms it, combining the speed of the eyes with an explicit hand trigger.
- EyeSeeThrough (2019): Tool selection and application in one step: the user lines up a tool with a target along the line of sight.
- EZCursorVR (2018): A 2D cursor on a plane in front of the user, moved with head motion or a gamepad, for selecting targets in VR headsets.
- Fast Go-Go (1997): Go-Go without the one-to-one zone: the virtual arm grows non-linearly from the first movement, giving longer (but still bounded) reach.
- FiberClay bimanual brushing (2019): Select 3D trajectories with controller beams: one hand's beam adds what it touches, the other's removes it, and an intersection mode keeps…
- Filter Plane (2024): A glass-like plane is placed in a 3D graph by hand or with the ray; nodes in front of it are hidden, and the ray passes through the plane…
- FistPointer (2017): In smartphone-based mobile VR, a hand held up in a thumbs-up pose behind the phone moves an on-screen pointer, and folding the thumb down…
- Fixed-Length Offset (2018): A virtual hand cursor pushed a constant distance further out along the head-to-hand direction, so out-of-reach targets can be touched.
- Flexible Pointer (2003): A flexible 3D pointing technique that bends the pointer path, allowing users to select fully or partially obscured objects in augmented…
- Flow ray (2006): Raycasting where all intersected objects are listed in a secondary menu for the user to choose from.
- Flower Ray (2006): For volumetric displays: every object the ray intersects is fanned out in a flower-like menu so the user can choose among them.
- FlowerCone (2020): An adjustable cone collects candidates, which are then spread out in a flower layout for the user to pick.
- FocalPoint (2023): In smartphone AR with the free hand reaching into the scene, a selection cylinder cast from the screen adapts to where on the screen the…
- FocalSelect (2025): The head defines a focal region in a dense scene; the other hand pushes an occlusion plane through it so objects in front fade out, and…
- FocusFlow (2024): The user looks at an object and then deliberately refocuses the eyes on a nearer, invisible plane; the change in focus depth confirms the…
- Folding Rays (2023): Crossing a second ray from the other hand with the main ray marks a fold point; a camera placed there shows its view in a window, and the…
- FOLLOW-ME (2006): Virtual guides around each object that slow the cursor and steer it onto the target as it approaches.
- Framing Hands (1997): Image-plane selection where both hands form a frame around one or more distant objects in the user's view.
- Freehand Multi-object Selection (Crossing / Cone-casting) (2024): A hand ray selects single objects with a normal pinch, and a slightly different pinch switches to group selection, where the user either…
- Friction surfaces (2007): Pointing gain drops when the cursor is over a target, making small targets easier to stop on.
- Gaze + Pinch (2017): Gaze identifies an intended object and a pinch confirms the action.
- Gaze + Voice (2026): Gaze narrows the candidate set while voice specifies the final intended item.
- Gaze Cone + Gaze Probe Disambiguation (2017): An invisible 5° cone around the gaze collects nearby or hidden objects, which then spread out in a circle so the user can look at the…
- Gaze Position Guided Selection (2023): Pinching places an indicator where the user is looking at a fixed depth; the pinching hand then moves it remotely through the scene,…
- Gaze-Hand Alignment (2022): Selection by aligning a hand-controlled pointer with the gaze ray; the target is selected when the two line up.
- Gaze&Racket (2024): Look at the target and slice the scene with a hand-held virtual plane (a racket); the gazed target closest to the racket is selected.
- Gaze&Wall (2024): Look at the target and push a see-through wall to its depth with a hand ray; the gazed target closest to the wall is selected.
- Gaze+Gesture (2015): Free-space interaction that combines eye gaze for targeting with hand gestures for precise control and commands.
- GazeBubble (2026): A 3D gaze-pointing technique that adapts the bubble cursor mechanism to gaze-based target acquisition in virtual reality.
- GazeIntent (2024): Gaze-only dwell selection whose dwell time shrinks when a machine-learning model, reading your eye movements, predicts that you are about…
- GazeRayCursor (2023): Controller raycasting where the eyes resolve depth: among the objects the ray passes through, the one nearest to where the gaze ray meets…
- GazeRing (2024): A pressure-sensing ring on the index finger works with gaze: a long press opens a cone around the gaze, thumb slides or taps on the ring…
- GazeScope (2025): A hands-free magnifier for gaze selection: glancing at a spot 25° away from where the head points opens a magnifying lens fixed to the…
- GazeSwitch (2024): A hands-free cursor follows the eyes for coarse pointing and switches automatically to head control for fine adjustment, using a…
- GG Interaction (2019): Look at the object and shape your hand as if to grasp it; the object whose width best matches your grasp, among those near your gaze line,…
- Go-Go (1996): A direct 3D selection and manipulation technique that extends the user's virtual reach using a non-linear mapping between the real hand…
- Gravitational Group Selection (2006): Desktop 3D modelling: click an object and drag to select it together with everything resting on it, using a contact graph built from…
- GravityZone (2020): Instead of moving a cursor, the user tilts the joystick to pull every object in the scene toward themselves or push it away; objects that…
- Grid Wall (2020): Targets hit by a ray, including fully occluded ones, are copied onto a grid in front of the user for direct selection.
- Guidance Rays (2013): Several rays guide the user to the intended object in dense scenes by showing candidate targets around the main ray.
- GyroWand (2015): Raycasting for AR headsets driven by the orientation sensor of a handheld device, with the ray starting near the user's chin.
- Hand-in-Middle (2007): Two-handed box selection: the box's centre follows the non-dominant hand, and moving the dominant hand towards or away from it shrinks or…
- Hand-on-Corner (2007): Two-handed box selection: the non-dominant hand holds one corner of the box and places it; the dominant hand holds the opposite corner and…
- HandBrush (2025): The bare hand works like a paintbrush for grouping objects: sweeping the fingertip or palm strings the touched objects together into a…
- HandConeGrid (2023): Bare-hand Flower Cone: the non-dominant hand casts a cone whose size you set by spreading your fingers; pinch to lay its contents out on a…
- HandDepthCursor (2023): Bare-hand RayCursor: point with one hand and pinch to select, while the other hand moves a depth cursor along the ray with simple…
- Head Crusher (1997): Image-plane selection where the user frames a distant object between thumb and forefinger as if crushing it.
- Head-gaze pointing: A ray cast from the centre of the head-mounted display selects whatever the user faces, confirmed by dwell or a button.
- HeadCross (2020): Hands-free selection on head-mounted displays by moving the head-gaze cursor into a target and back out across its boundary.
- HeadDepth (2025): Hands-free 3D pointing: gaze sets the direction of a ray and tilting the head up or down (pitch) moves a cursor in depth along it.
- HeadShift (2025): Head pointing with pointer acceleration: the head cursor runs ahead of the head during fast turns and slows down for fine positioning, so…
- Hierarchical Rectangle Selection (2006): Rectangle (marquee) selection on screen that also takes the gravitational hierarchy into account, so supported objects are grouped with…
- HOMER (1997): A remote object selection and manipulation technique that combines ray-based selection with hand-centered manipulation after the object is…
- Indirect Stretching (1997): Arm extension by buttons: two buttons grow or shrink the virtual arm at a constant rate, giving unlimited reach.
- IntenSelect (2005): A selection cone that ranks objects by a score accumulated over time from their distance to the cone axis.
- IntenSelect+ (2024): An improved IntenSelect: score-based selection that handles complex object shapes, per-object scoring and faster, more accurate selection.
- Intent Driven Selection (2015): Finger-based selection that infers which object the user intends to grab from their hand posture as the hand approaches.
- iSith (2006): Two rays, one per hand, select the object where they come closest to each other.
- Kuiper Belt (2022): Point at an object with your head and pick an action by looking at a menu item placed far out at the edge of your eye range (25–45° from…
- LassoGrid (2020): The user draws a lasso around a cluster with the ray; every object inside is laid out in a grid and the target is picked from it.
- LenSelect (2021): Objects inside a 15° cone around the controller ray are enlarged in place, the more the closer they are to the ray, like a lens, so small,…
- Let's Go There (2020): Combines voice and pointing: users point at a region and describe the target in speech, for example 'the furthest one'.
- Linear Offset (2018): A virtual hand cursor whose offset grows in proportion to the head-to-hand distance, a linear version of Go-Go's arm extension.
- Lock ray (2006): Raycasting in two phases: lock the ray on a set of candidates, then move a cursor along it to pick one.
- Look&Micro (2023): Eye gaze aims a narrow cone and opening the index finger pre-selects what it covers; thumb taps on the index finger then step a cursor…
- Look&MidAir (2023): Eye gaze aims a narrow cone and opening the index finger pre-selects what it covers; the candidates are copied into a list in front of the…
- MagicBall (2020): A transparent sphere in front of the user holds a scaled-down 3D copy of all the selectable objects, keeping their relative sizes and…
- MeTACAST (MeTAPoint, MeTABrush, MeTAPaint) (2023): For point-cloud data, the user roughly points at, brushes along, or paints over a structure with a controller, and the system uses the…
- MOA Importance-Driven Selection (2026): While the user looks around a cluttered scene, gaze builds up an importance score for each object; a hand gesture then opens a 3 × 5 panel…
- Multi-Object Grasp (2022): Grab several objects in one virtual hand, one after another, and release them one at a time or all together, like picking up a handful of…
- Multi-Touch Smartphone Progressive Refinement (2022): A SQUAD-style progressive refinement in VR driven by a smartphone: a sphere cast gathers candidates into four quadrants, and when a…
- MultiFingerBubble (2022): A 3D bubble cursor variation for dense environments that uses multiple fingers to support target acquisition in crowded 3D spaces.
- Neighborhood Hopping (2024): After the ray selects a node near the target in a 3D graph, the joystick hops the selection to neighbouring nodes in the direction pushed,…
- Ninja Hands (2021): One physical hand controls many virtual hands spread across the space, so the nearest copy can touch the target.
- Nod and Roll (2017): The user looks at an object and nods to select it, while tilting the head left or right gives commands such as next and previous.
- Occlusion selection (1997): Select the object that the fingertip or hand covers from the user's point of view.
- Offset-Ray-Casting (2019): In handheld AR, a screen cursor appears offset from the finger so the finger does not hide it, a swipe moves the cursor, and lifting the…
- On-Body Bézier Selection (2025): Bending the index finger curves the selection ray as a Bézier curve, and the four objects closest to the curve are shown on the other…
- One-eyed cursor (1997): An image-plane cursor seen with the dominant eye only, avoiding double images when selecting through the hand.
- Outline Pursuits (2020): Gaze-assisted selection of occluded objects: outlines of candidate objects move, and the user follows the intended one with the eyes.
- PhoneCursor (2020): A smartphone used as a 3D controller for AR headsets: the phone's motion moves a cursor and touch confirms.
- PinchCatcher (2025): Multi-selection for Gaze + Pinch: hold a half-closed pinch and gaze at objects to add them to a group, then close the pinch to act on all…
- PinchLens (2023): Bare-hand pinch selection for tiny, packed objects: starting a pinch opens a magnifying bubble around the fingertips and slows the virtual…
- Pinpointing (2018): Precise head- and eye-based target selection for AR headsets, adding a refinement step after coarse gaze pointing.
- PointCast (2016): In a 3D particle cloud on a 2D screen, a single click sends a ray into the data; the system reads the density along the ray and selects…
- Pop-up Depth Views (2011): When a 3D cursor driven by a stylus slows down near its goal, small magnified top and side views of the space around it pop up next to it,…
- PORTAL (2022): Point a ray at a distant object to open a portal within arm's reach that shows it up close; reach into the portal with a virtual hand to…
- PR-Bubble-Cursor (2019): In handheld AR, a 3D bubble is placed with a touch and adjusted in depth and size by swipes; the objects inside appear as 2D clones and…
- PR-Cone-Casting (2019): In handheld AR, touching the screen casts a cone through the camera view, a sideways swipe widens or narrows it, and the objects inside…
- PRECIOUS (2017): Out-of-reach selection by iterative refinement: a cone selects a group, which is brought closer and refined until one object remains.
- Predictive Contour Pursuit (2026): An AR version of Outline Pursuits: each object, including hidden ones, gets a contour drawn from the current viewpoint with a ball moving…
- PRISM (2005): Adjusts control-display gain according to hand movement speed to support precise selection and manipulation in immersive environments.
- Probabilistic pointing (2006): Objects inside a pointing frustum are ranked by the probability that each is the intended target.
- Quad Cone (2020): A cone from the controller gathers the candidate objects, and the trigger spreads them over a menu split into four quadrants; pointing at…
- Radi-Eye (Look & Cross) (2021): Looking at an object pops up a radial menu; the user looks at a menu item and then moves the head cursor across it to select, all without…
- Radial Pursuit (2017): Looking at a cluttered area makes the objects there spread out in a circle, and the object whose movement the eyes follow is selected.
- Ray + Neighbour Hopping (2023): After selecting a small element with a ray, the user can hop from it to one of its up to eight neighbours by pressing the controller…
- Ray&Racket (2024): Hand-tracking version of Conductor: one hand points a ray, the other holds a plane, and the target on the ray closest to the plane is…
- Ray&Wall (2024): Hand-only version of Gaze&Wall: a dominant-hand ray points, and a wall moved by the other hand sets the depth.
- Raycasting (1995): A ray projected from the user intersects a target for fast distal selection.
- Raycasting from the eye (2008): A ray that starts at the eye and is aimed by the orientation of the wrist or controller.
- RayCursor (2019): Raycasting with a cursor that the user can move along the ray, plus a semi-automatic mode that snaps to the nearest target.
- Redirecting Rays (2023): Assistive raycasting that subtly bends the ray towards likely targets to make selection easier.
- Scaled-World Grab (1997): Select a distant object with an image-plane technique, then the world scales down so the object lands in the user's hand.
- Selection Box (PORT) (2005): A persistent, semi-transparent box is placed around a group of objects in the scene and all objects inside are selected; the box is moved…
- Semantic 3D Pointing (2008): The mouse pointer slows down over objects that can be picked and speeds up across empty screen space, so targets in a 3D scene become…
- Sense shapes (2003): Selection volumes attached to the user collect statistics (time inside, distance, visibility) to rank candidate objects.
- Sewing (2022): A virtual mallet on the controller selects a target as soon as it passes through it from either side, so several targets can be picked in…
- Shadow cone selection (2004): Only objects that stay inside the hand's cone for the whole pointing gesture remain selectable.
- Silk Cursor (1994): A 3D target acquisition technique that uses a semi-transparent cursor to reduce visual occlusion and help users acquire targets in 3D space.
- Situated Lasso Selection (2026): In passthrough AR in a supermarket, the user draws a lasso with a controller ray to select many physical products at once, either directly…
- Slicing-Volume (2020): Multi-target selection for dense VR scenes: a volume is placed in 3D and its slices are refined on a 2D tablet.
- Smart ray (2006): Raycasting that accumulates a score for every object the ray passes through over time, resolving targets from multiple pointing directions.
- Smartcasting (2014): Low-cost 3D raycasting for public displays using only the orientation sensors of the user's own smartphone.
- Smartphone Slice-Plane Selection (2026): In mixed reality, a tracked phone moves a vertical slice plane through a point cloud and casts a peephole onto it; the points in the…
- Smash Probe (2020): A probe pushed into the scene moves occluding objects out of the way so a fully hidden target can be selected.
- Solar-Casting (2021): A sphere centred on the user's head grows as they swipe on the phone, and everything inside it becomes see-through and unselectable, so…
- SpaceCast (2016): In a 3D particle cloud on a 2D screen, the user draws a lasso; of the dense clusters inside it, the one whose outline best matches the…
- SQUAD (2011): A progressive refinement technique for rapid and accurate 3D selection, where the system repeatedly narrows a group of candidate targets…
- Starfish (2012): A selection technique for dense scenes where a starfish-shaped cursor reaches out to the targets nearest the pre-selected one.
- StarPicker (2026): A bare-hand cone from the palm frames a group of small targets in a dense AR visualization; after a pinch locks it, wrist bending picks a…
- Sticky ray (2004): A cone that keeps the last object it selected until another object is clearly closer to its axis.
- Stretch Go-Go (1997): A Go-Go variant where the virtual arm keeps growing while the real hand is held in an outer zone, so reach is unlimited.
- Tablet Freehand Lasso (2005): On a camera view shown on a tracked tablet, the user draws a freehand lasso with a pen; the lasso is extruded from the camera into a 3D…
- Tablet Tapping (2005): A camera placed in the scene shows its view on a tracked hand-held tablet, and the user taps objects one by one on that image with a pen…
- Tangible Brush (2019): The user draws a lasso on a frozen orthographic view on a tablet and then extrudes it into a 3D selection volume by physically moving the…
- TeddySelection (2012): For particle clouds on a 2D screen, the user draws a lasso and it is inflated into a 3D selection volume, Teddy-style, whose depth is…
- Through-the-Lens Remote Selection (2002): A window on a hand-held pad shows a second view of a remote part of the world; the user reaches the stylus through the window to select…
- TickTockRay (2016): Smartwatch-based raycasting for smartphone VR headsets, using the watch's orientation to aim.
- Tiltcasting (2015): A smartphone tilted in the air controls a virtual plane that slices through a 3D scene on a large display; targets are touched on the phone.
- Tiny Hands (2023): The user shrinks their virtual hand to as little as a tenth of its size and then touches tiny objects directly inside a dense structure…
- TraceCast (2016): In a 3D particle cloud on a 2D screen, the user draws a rough stroke shaped like the cluster they want; the cluster whose projection best…
- Transparent Reality (focus-depth control) (2016): Where the two eyes converge sets depth: looking near or far moves a 3D cursor in depth or switches between a near and a far layer,…
- TunnelSlice (2017): In wearable AR the user frames a region with a two-handed pinch to cast a tunnel into the scene, then slices off the near and far ends to…
- Two-Corners (2007): Symmetric two-handed box selection: each hand holds one opposite corner of the box, so both hands position, rotate and size it together.
- Two-handed pointing (1997): A ray whose origin is one hand and whose direction is set by the other hand.
- UPinch (2026): Gaze registers a target while you open your index finger and thumb; pinching then selects it, so your eyes can already move on before the…
- Vergence Matching (2023): Candidate objects near a head ray move slowly back and forth in depth, and the system selects the one whose motion matches the user's…
- View finder (2009): Hand-aimed raycasting with the ray shown from the eye, so the visible ray matches the line of sight.
- ViewfinderVR (2022): A head-following panel shows the user's view like a camera viewfinder; they freeze it, place and zoom it within reach, and then select…
- Virtual Hand (1997): A direct 3D selection technique where the user controls a virtual hand to touch, grab, and manipulate nearby objects in the virtual…
- VMirror (2021): Virtual mirrors placed in the scene let the user see and select objects that are occluded or far away through their reflection.
- VoiceRay (2026): Ray-based selection enhanced with ordinal voice commands to resolve ambiguity.
- Volume Selection with Force-Directed Spread (2024): A scalable sphere on the controller ray is placed around the target region of a 3D graph and fixed; everything outside is hidden and the…
- Volumetric Hand Cursor (2017): A 3D cursor volume attached to the hand enables direct spatial selection.
- Voodoo Dolls (1999): Two-handed technique that creates small hand-held copies ('dolls') of distant objects to select and manipulate them at multiple scales.
- VOR Depth Selection (2019): Look at the target and shake your head: the ratio of eye to head rotation during the shake reveals how far away you are looking, which…
- VRPursuits (2018): Targets in VR move along their own paths, and the one the user follows with their eyes is selected by matching gaze movement to target…
- Watchcasting (2017): Freehand 3D pointing with an off-the-shelf smartwatch: the watch's orientation steers a ray and arm movement controls depth.
- Weighted Pointer (2022): Error-aware gaze pointing that blends gaze with fallback modalities such as head or controller when eye tracking is unreliable.
- Wise Cursor (2013): An assisted 3D selection technique for mouse-driven serious games that estimates which object the user intended to select and supports…
- Worlds in Miniature (1995): A hand-held miniature of a virtual environment provides linked proxies for selecting and manipulating objects and changing viewpoint.
- Yea Big, Yea High (2018): Selecting surfaces and regions in VR by progressive refinement, sketching the extent of the selection with the hands.
- Zoom (2013): Ray-casting that lets the user magnify the area under the cursor until the target is large enough to select.