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From Controllers to Multimodal Input: A Chronological Review of XR Interaction Across Device Generations.

Hyejin Kim1, Sukwon Lee2, Changgu Kang3

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Extended Reality (XR) interaction evolved from controllers to natural hand/gaze input, then to multimodal systems. Device capabilities and SDK support significantly shaped this evolution across three distinct phases.

Keywords:
XR interaction techniqueschronological surveyuser study analysis

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Area of Science:

  • Human-Computer Interaction
  • Virtual Reality
  • Augmented Reality

Background:

  • Extended Reality (XR) interaction techniques have rapidly evolved.
  • Early XR systems relied heavily on controller-based input.
  • Advancements in hardware and software development kits (SDKs) have enabled more natural interaction methods.

Purpose of the Study:

  • To chronologically analyze the evolution of XR interaction techniques.
  • To investigate the role of XR devices and SDKs in shaping interaction modalities.
  • To identify distinct developmental phases in XR interaction research.

Main Methods:

  • Collected and analyzed 46 user study-based XR interaction papers (2016-2024).
  • Documented XR hardware, SDKs, and input modalities (controller, hand, gaze, multimodal).
  • Employed quantitative methods including frequency summaries, heatmaps, correspondence analysis, and chi-square tests.

Main Results:

  • Identified three phases: controller-dominant (2016-2018), transitional with hand/gaze input (2019-2021), and expansion with multimodal input (2022-2024).
  • Input modality choices were significantly influenced by device capabilities and SDK support.
  • Device generations (e.g., Vive, Quest, Vision Pro) correlated with interaction technique advancements.

Conclusions:

  • XR interaction development is intrinsically linked to technological progress in XR devices and SDKs.
  • A device-centric framework provides a structured approach to understanding XR interaction evolution.
  • Findings inform future multimodal and context-adaptive XR interface design and user studies.