Research · Simon Fraser University · IEEE VR 2026

Scaled Mouse: precision 3D docking in seated VR

I designed and built a hybrid mouse-and-VR technique for precise 3D docking, validated it in two controlled studies with 40+ participants, and published it as first author at IEEE VR 2026 with Bill (Di) Zhao and Prof. Wolfgang Stuerzlinger.

RoleResearch Assistant · First author
InstitutionSimon Fraser University
TimelineSep 2023 – Dec 2024
Built withUnreal Engine · mouse + VR
Animated view of the scaled mouse steering a ray to dock a highlighted 3D house model
The technique in action: a relaxed mouse motion on the desk steers the ray and docks the object in 3D.

The question: why controllers fail at precision

Docking, the act of placing an object at an exact position and orientation in 3D, is one of the most demanding tasks in VR. Standard controllers make it harder than it needs to be. Your hand hovers in mid-air with nothing to brace against, so every tremor transfers straight into the object you are trying to place, and holding a steady pose tires the arm quickly.

I focused on seated VR because a better answer was sitting in plain sight. Desk-based VR work happens in a chair with a real desk within reach, which means a mouse is physically available. The question became concrete: could an input device refined over decades for precision beat the controllers that ship as the default for 3D work?

The technique: a scaled mouse for 3D docking

Scaled Mouse is a hybrid technique: you stay inside the headset while your hand works on the desk. The desk supports the wrist, the mouse provides fine motor control, and a scaled mapping translates small physical movements into 3D manipulation.

Mapping a 2D device into a 3D task raises real design questions, and I answered each one as both the interaction designer and the engineer who had to make it feel right in the hand.

Flowchart of the cursor control logic: per-axis locking, edge boundaries with progressive slowdown, speed-zone classification into precision, balanced, and fast modes, and ray projection with FOV clamping
Those answers, worked out decision by decision: edge handling, speed zones, precision / balanced / fast modes, and ray projection into the scene.

Building the evaluation system in Unreal Engine

I implemented the technique as a working evaluation system in Unreal Engine, built end to end by me. That covered the docking tasks, the comparison conditions, and the instrumentation that logged every trial.

A controlled study is only as trustworthy as its apparatus, so I treated the system like a product. It had to behave identically for every participant and stay out of the way of the thing being measured. Building it myself meant the technique and its test harness were designed as one system.

The evaluation scene open in the Unreal Engine editor with Meta XR tooling and the trial content browser
The evaluation system in the Unreal editor, ready to run both studies.

Working inside the lab

I built the apparatus and ran the day-to-day work myself, but this was lab research, not an independent project. It sat inside Prof. Wolfgang Stuerzlinger's lab at Simon Fraser University, with Bill (Di) Zhao as co-author on the paper. Stuerzlinger advised the project and reviewed the study designs before each round of participants; Zhao's co-authorship reflects a real hand in shaping the technique and the paper that came out of it. Two controlled studies, reviewed and run inside that structure, is a different thing from one person working alone in a room.

Two studies, 40+ participants

I validated the technique in two controlled studies with more than 40 participants in total, using standard VR controllers as the baseline.

Animated participant's view of the docking task: a ray travels across the scene toward target rings
What participants saw: the 3D docking task used to compare the scaled mouse against controllers.

The results were consistent across both studies: participants docked objects with higher precision using the scaled mouse, and they preferred it over the controllers.

Bar chart of study outcomes: docking time down 20%, throughput up 18.4%, precision variance down 16.7%, error rate down 46.2% for the mouse versus VR controllers
Docking time −20%, throughput +18.4%, precision variance −16.7%, error rate −46.2% versus standard VR controllers.

The preference result matters as much to me as the precision result.

A technique that wins on accuracy but feels wrong will not get adopted. This one won on both, which is what separates a lab curiosity from something worth building on.

The work in numbers

40+ participants across two controlled studies Recruited and run at SFU, comparing the scaled mouse against standard VR controllers.
2 studies vs. standard VR controllers Same docking task, same baseline condition, run as two separate controlled studies.
1st author on the IEEE VR 2026 paper With Bill (Di) Zhao as co-author and Prof. Wolfgang Stuerzlinger advising.

Publication: first author at IEEE VR 2026

The work was published at IEEE VR 2026, the premier international conference for VR research, with me as first author, Bill (Di) Zhao as co-author, and Prof. Wolfgang Stuerzlinger advising.

This project shows how I work at full width: I framed the question, designed the technique, built the system, and ran the studies inside a structure that reviewed the work at every stage.

Paper Scaled Mouse: An Efficient and Accurate Interaction Technique for 3D Docking in Seated VR
Authors Xinpeng Liu, Bill (Di) Zhao, Wolfgang Stuerzlinger
Venue IEEE Conference on Virtual Reality and 3D User Interfaces (IEEE VR), 2026 — my first-author paper at the premier VR conference
Citation X. Liu, D. B. Zhao and W. Stuerzlinger, "Scaled Mouse: An Efficient and Accurate Interaction Technique for 3D Docking in Seated VR," 2026 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), Daegu, Korea, Republic of, 2026, pp. 718–728, doi: 10.1109/VR67842.2026.00091.
Read the paper on IEEE Xplore

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