A gaze-and-blink interaction technique for XR matches Gaze+Pinch in speed but has higher error rates, and a neural filter for involuntary blinks did not significantly reduce those errors.
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A Hands-free Spatial Selection and Interaction Technique using Gaze and Blink Input with Blink Prediction for Extended Reality
A gaze-and-blink interaction technique for XR matches Gaze+Pinch in speed but has higher error rates, and a neural filter for involuntary blinks did not significantly reduce those errors.