A marking menu moved to gaze input: the user picks each level by looking at visual anchors in a lattice outside the pie slices.
Why
Eye movements are ballistic: once launched they cannot be steered, so a gaze gesture drawn in the air with nothing to look at easily slips onto the neighbouring item.
How
The paper implemented the menu on a VR headset with an integrated eye tracker and ran a 12-subject study against BorderPie, the border-crossing marking menu with no visual target to look at.
New
The point is that a lattice of anchors holds the gaze and keeps selection errors down: in experienced trials errors were about 5 times fewer than BorderPie's.