The Midas Touch in Gaze vs. Hand Pointing: Modality-Specific Failure Modes and Implications for XR Interfaces
Mohammad Dastgheib, Fatemeh Pourmahdian

TL;DR
This study compares gaze and hand pointing in XR interfaces, revealing distinct failure modes and testing adaptive interventions to improve performance and reduce workload, with implications for designing better multimodal XR systems.
Contribution
Introduces an open-source platform for studying modality-specific adaptive interventions in XR, demonstrating distinct error profiles and evaluating initial adaptive strategies.
Findings
Hand input has higher throughput and lower error than gaze.
Gaze errors are mainly slips; hand errors are mainly misses.
Gaze declutter modestly reduced timeouts.
Abstract
Extended Reality (XR) interfaces impose both ergonomic and cognitive demands, yet current systems often force a binary choice between hand-based input, which can produce fatigue, and gaze-based input, which is vulnerable to the Midas Touch problem and precision limitations. We introduce the xr-adaptive-modality-2025 platform, a web-based open-source framework for studying whether modality-specific adaptive interventions can improve XR-relevant pointing performance and reduce workload relative to static unimodal interaction. The platform combines physiologically informed gaze simulation, an ISO 9241-9 multidirectional tapping task, and two modality-specific adaptive interventions: gaze declutter and hand target-width inflation. We evaluated the system in a 2 x 2 x 2 within-subjects design manipulating Modality (Hand vs. Gaze), UI Mode (Static vs. Adaptive), and Pressure (Yes vs. No).…
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Taxonomy
TopicsVirtual Reality Applications and Impacts · Gaze Tracking and Assistive Technology · Interactive and Immersive Displays
