{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,3,24]],"date-time":"2026-03-24T19:43:02Z","timestamp":1774381382271,"version":"3.50.1"},"reference-count":60,"publisher":"Oxford University Press (OUP)","issue":"1","license":[{"start":{"date-parts":[[2020,1,1]],"date-time":"2020-01-01T00:00:00Z","timestamp":1577836800000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/academic.oup.com\/journals\/pages\/open_access\/funder_policies\/chorus\/standard_publication_model"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2020,1,13]]},"abstract":"<jats:title>Abstract<\/jats:title><jats:p>Kinaesthetic interaction using force-feedback devices is promising in virtual reality. However, the devices are currently not suitable for interactions within large virtual spaces because of their limited workspace. We developed a novel gaze-based kinaesthetic interface that employs the user\u2019s gaze to relocate the device workspace. The workspace switches to a new location when the user pulls the mechanical arm of the device to its reset position and gazes at the new target. This design enables the robust relocating of device workspace, thus achieving an infinite interaction space, and simultaneously maintains a flexible hand-based kinaesthetic exploration. We compared the new interface with the scaling-based traditional interface in an experiment involving softness and smoothness discrimination. Our results showed that the gaze-based interface performs better than the traditional interface, in terms of efficiency and kinaesthetic perception. It improves the user experience for kinaesthetic interaction in virtual reality without increasing eye strain.<\/jats:p>","DOI":"10.1093\/iwcomp\/iwaa002","type":"journal-article","created":{"date-parts":[[2020,4,13]],"date-time":"2020-04-13T11:35:34Z","timestamp":1586777734000},"page":"17-32","source":"Crossref","is-referenced-by-count":7,"title":["Gaze-based Kinaesthetic Interaction for Virtual Reality"],"prefix":"10.1093","volume":"32","author":[{"given":"Zhenxing","family":"Li","sequence":"first","affiliation":[{"name":"Faculty of Information Technology and Communication Sciences, Tampere University, Kalevantie 4, 33100 Tampere, Finland"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Deepak","family":"Akkil","sequence":"additional","affiliation":[{"name":"Faculty of Information Technology and Communication Sciences, Tampere University, Kalevantie 4, 33100 Tampere, Finland"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Roope","family":"Raisamo","sequence":"additional","affiliation":[{"name":"Faculty of Information Technology and Communication Sciences, Tampere University, Kalevantie 4, 33100 Tampere, Finland"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"286","published-online":{"date-parts":[[2020,4,12]]},"reference":[{"key":"2021070704035566500_ref1","author":"3D Systems"},{"issue":"6","key":"2021070704035566500_ref2","doi-asserted-by":"crossref","first-page":"588","DOI":"10.1016\/j.ejvs.2005.11.009","article-title":"Virtual reality simulation training can improve inexperienced surgeons\u2019 endovascular skills","volume":"31","author":"Aggarwal","year":"2006","journal-title":"Eur. 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