From Controllers to Multimodal Input: A Chronological Review of XR Interaction Across Device Generations
Abstract
1. Introduction
2. Methodology
- RQ1. How have XR devices and SDKs evolved from 2016 to 2024, and how can this evolution be characterized into distinct technological stages?
- RQ2. How have interaction input modalities and techniques in XR research changed across these stages during the period from 2016 to 2024?
- RQ3. What technological constraints and affordances introduced by XR devices and SDKs appear to influence the adoption of interaction techniques, and what implications do these trends suggest for future multimodal XR interaction design?
- IC1. The study conducted actual user experiments in XR (VR/AR/MR) environments.
- IC2. The interaction input modality or technique was clearly described.
- IC3. Quantitative and/or qualitative results evaluating interaction performance or user experience were reported.
- IC4. The study was published in a major international conference or journal in the XR or HCI domain.
- EC1. The study was not focused on XR interaction (e.g., purely technical or non-interactive XR systems).
- EC2. The study was published outside the target period (2016–2024).
- EC3. The study was a duplicate record across multiple databases.
- EC4. The full text was unavailable or did not provide sufficient methodological details for analysis.
3. Evolution of XR Devices and SDKs
3.1. Emergence of Commercial 6DoF HMDs and the Establishment of Controller-Based Interaction Research (2016–2018)
3.2. Commercialization of Hand and Eye Tracking and the Expansion of Natural Input Research (2019–2021)
3.3. Integrated Multimodal Sensing and the Expansion of MR-Based Interaction (2022–2024)
3.4. Summary
4. Device-Centric Analysis of XR Interaction Inputs
5. Discussion
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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| Device (Year) | Key Interaction-Related Features |
|---|---|
| HTC Vive (2016) [31] | A 6DoF VR system using Lighthouse-based external tracking; provided high-precision motion controllers. |
| Oculus Rift CV1 (2016) [32] | Equipped with Touch controllers supporting bimanual input such as direct manipulation and raycasting. |
| Windows MR SDK (2017) [38] | Introduced camera-based inside-out 6DoF tracking on HMDs, eliminating the need for external sensors. |
| Oculus Quest (2019) [33] | A fully standalone 6DoF HMD with complete inside-out tracking. |
| HoloLens 2 (2019) [34] | Enabled precise joint-level hand tracking and spatially grounded MR interactions. |
| Oculus Hand Tracking SDK (2020) [35] | Provided controller-free hand gesture, pinch, and finger-based input capabilities. |
| Meta Quest Pro [39] | Integrated eye tracking, face tracking, and enhanced hand tracking. |
| Apple Vision Pro (2024) [36] | Offered OS-level integration of hand, eye, and voice input with high-resolution passthrough for MR interaction. |
| Year Range | Controller-Based | Hand/Eye-Based | Multimodal |
|---|---|---|---|
| 2016–2018 | 4 | 3 | 1 |
| 2019–2021 | 14 | 14 | 5 |
| 2022–2024 | 15 | 17 | 8 |
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Kim, H.; Lee, S.; Kang, C. From Controllers to Multimodal Input: A Chronological Review of XR Interaction Across Device Generations. Sensors 2026, 26, 196. https://doi.org/10.3390/s26010196
Kim H, Lee S, Kang C. From Controllers to Multimodal Input: A Chronological Review of XR Interaction Across Device Generations. Sensors. 2026; 26(1):196. https://doi.org/10.3390/s26010196
Chicago/Turabian StyleKim, Hyejin, Sukwon Lee, and Changgu Kang. 2026. "From Controllers to Multimodal Input: A Chronological Review of XR Interaction Across Device Generations" Sensors 26, no. 1: 196. https://doi.org/10.3390/s26010196
APA StyleKim, H., Lee, S., & Kang, C. (2026). From Controllers to Multimodal Input: A Chronological Review of XR Interaction Across Device Generations. Sensors, 26(1), 196. https://doi.org/10.3390/s26010196

