# Interaction Methods for Smart Glasses

arXiv: https://arxiv.org/abs/1707.09728 · HTML: https://mlsanity.com/paper/1707.09728/

## Key facts

- Cited by 9 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 31 Jul 2017.

## Built on by (most cited first, 9 of 9)

- [FluxMem: Adaptive Hierarchical Memory for Streaming Video Understanding](https://mlsanity.com/paper/2603.02096/) (2026)
- [Ultra-Efficient On-Device Object Detection on AI-Integrated Smart Glasses with TinyissimoYOLO](https://mlsanity.com/paper/2311.01057/) (2023)
- [Mobile Augmented Reality: User Interfaces, Frameworks, and Intelligence](https://mlsanity.com/paper/2106.08710/) (2021)
- [XRF V2: A Dataset for Action Summarization with Wi-Fi Signals, and IMUs in Phones, Watches, Earbuds, and Glasses](https://mlsanity.com/paper/2501.19034/) (2025)
- [AI and 6G into the Metaverse: Fundamentals, Challenges and Future Research Trends](https://mlsanity.com/paper/2208.10921/) (2022)
- [Semantic-Aware Adaptive Visual Memory for Streaming Video Understanding](https://mlsanity.com/paper/2605.07897/) (2026)
- [Don't Pause: Streaming Video-Language Synchrony for Online Video Understanding](https://mlsanity.com/paper/2606.06991/) (2026)
- [Beyond Retrieval: Progressive Latent Memory Evolution for Streaming Video Understanding](https://mlsanity.com/paper/2609.04131/) (2026)
- [AI Smart Glasses for Wearable Intelligence: From Egocentric Sensing to Agentic Personalization](https://mlsanity.com/paper/2609.19793/) (2026)

## Abstract (arXiv)

Since the launch of Google Glass in 2014, smart glasses have mainly been designed to support micro-interactions. The ultimate goal for them to become an augmented reality interface has not yet been attained due to an encumbrance of controls. Augmented reality involves superimposing interactive computer graphics images onto physical objects in the real world. This survey reviews current research issues in the area of human computer interaction for smart glasses. The survey first studies the smart glasses available in the market and afterwards investigates the interaction methods proposed in the wide body of literature. The interaction methods can be classified into hand-held, touch, and touchless input. This paper mainly focuses on the touch and touchless input. Touch input can be further divided into on-device and on-body, while touchless input can be classified into hands-free and freehand. Next, we summarize the existing research efforts and trends, in which touch and touchless input are evaluated by a total of eight interaction goals. Finally, we discuss several key design challenges and the possibility of multi-modal input for smart glasses.
