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    IEEE Transactions on Visualization and Computer Graphics
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    Cursor visibility in virtual reality (VR) significantly impacts user performance and experience. Findings show that whether a cursor is visible or invisible affects interaction success, depending on the task and confirmation method used.

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    Area of Science:

    • Human-Computer Interaction
    • Virtual Reality User Experience
    • Interface Design

    Background:

    • Cursors are crucial for user interaction accuracy and efficiency in both VR and non-VR environments.
    • VR cursor control is complex, involving hand, head, and gaze movements, with gaze-controlled invisible cursors gaining attention.
    • Limited research exists on the impact of invisible, gaze-controlled cursors in VR.

    Purpose of the Study:

    • To comprehensively study the effects of cursor visibility (visible vs. invisible) in gaze-based VR interactions.
    • To investigate how cursor visibility influences user performance and experience across different confirmation mechanisms and tasks.
    • To provide design implications for future gaze-based VR interfaces.

    Main Methods:

    • Conducted two user studies on gaze-based interactions in VR.
    • Study 1: Focused on selection tasks, analyzing target width, movement amplitude, and confirmation methods (air tap, blinking, dwell).
    • Study 2: Focused on pursuit tasks, analyzing cursor effects under varying movement speeds.

    Main Results:

    • Cursor visibility significantly impacts objective performance metrics and subjective user preferences.
    • The effect of cursor visibility varies based on the confirmation mechanism and task type.
    • Identified specific patterns in how visible and invisible cursors affect performance in selection and pursuit tasks.

    Conclusions:

    • Cursor visibility is a critical design factor in gaze-based VR interfaces.
    • Designers should tailor cursor metaphors to specific interaction tasks for optimal user experience.
    • Eight design implications are proposed to guide the development of effective gaze-based VR interfaces.