## 1 Introduction
This is because it generates a ray that is not visible in the user's head direction and uses the point where the ray intersects as a cursor, such as a mouse pointer. The user must continue to move their head to control the pointer, resulting in fatigue (especially of the user's neck) and the accuracy of selecting objects over long distances will be greatly reduced [5]. To use the fingertip gesture, the user's hand must be located within the field of view of the camera mounted on the HoloLens. The users must continuously raise their hand high, resulting in fatigue in shown as Figure 1. Ultimately, this fatigue limits the user's application usage time. Figure 1: Hand Fatigue. (**a**) Previous HoloLens manipulation methods cause a lot of arm fatigue to the user. (**b**) The proposed interface does not need to raise the arm, so the user feels comfortable when manipulating the object. On the other hand, a rather unintuitive way of interacting with the object is used. When you select an object, eight editing boxes in the form of a wireframe are activated and the user can adjust the size of the object by pulling these editing boxes, one by one [7]. This is borrowed from the method used to adjust the size of a 2D media file such as a photograph or graphic in office programs, such as word processing and presentation programs. Since it uses a similar method to the interface used in the existing computer environment (since it is already learned), there is no need to separately learn an interface for object manipulation. However, this interface is less accurate and usable for use in 3D environments. Because it is necessary to select a relatively small edit box compared to the object, the ray-casting based interface is generally difficult to select for small object selection [5]. There is also a limit to the object registration method. With the existing HoloLens interface, there are no significant problems when registering an object that is in contact with a plane, such as a floor, desk or wall. However, virtual reality (VR) and AR environments frequently register objects floating in mid-air differently from the real world. These include educational objects, flying objects, personal widgets and multi-purpose windows. In the HoloLens AR interface, the area in which these objects can be registered is limited to the distance the user can reach. In other words, for a user to register an object at a long distance, the user must move directly to the vicinity of the location. In an application that requires various frequent object registration and manipulation, the user must move a long distance each time to move a remote object. Therefore, if the interface is used in an AR environment, the authoring situation and task becomes somewhat inefficient. In this paper, we propose an AR Pointer, a new user interface for convenient registration and manipulation of remote objects in the AR environment. This interface is designed to be intuitive and highly usable based on ray-casting using the Depth-variable method [5]. In particular, it will be useful to replace existing interfaces in see-through HMD-based AR applications, such as the HoloLens. Instead of creating an input device with a separate sensor, we made it possible for users to use their mobile device as an input device. This is because mobile devices are basically equipped with 6-Degree of Freedom (DoF) Inertial Measurement Unit (IMU) sensors and a touch screen. The proposed interface can use the Depth-variable method to register an object at a specific point in the distance and in the air. This AR interface also allows the user to manipulate objects using a familiar mobile and user-friendly swipe/pinch gesture. By applying this familiar interaction method, users who have no expertise or experience with the AR environment can use it easily. This design allows users to interact actively with AR contents. In Section 2, we describe related work on 3D object manipulation. Section 3 describes how to implement AR Pointer and object manipulation interactions.