Vrsketchin: Exploring the design space of pen and tablet interaction for 3d sketching in virtual reality

T Drey, J Gugenheimer, J Karlbauer, M Milo… - Proceedings of the …, 2020 - dl.acm.org
Proceedings of the 2020 CHI conference on human factors in computing systems, 2020dl.acm.org
Sketching in virtual reality (VR) enhances perception and understanding of 3D volumes, but
is currently a challenging task, as spatial input devices (eg, tracked controllers) do not
provide any scaffolding or constraints for mid-air interaction. We present VRSketchIn, a VR
sketching application using a 6DoF-tracked pen and a 6DoF-tracked tablet as input devices,
combining unconstrained 3D mid-air with constrained 2D surface-based sketching. To
explore what possibilities arise from this combination of 2D (pen on tablet) and 3D input …
Sketching in virtual reality (VR) enhances perception and understanding of 3D volumes, but is currently a challenging task, as spatial input devices (e.g., tracked controllers) do not provide any scaffolding or constraints for mid-air interaction. We present VRSketchIn, a VR sketching application using a 6DoF-tracked pen and a 6DoF-tracked tablet as input devices, combining unconstrained 3D mid-air with constrained 2D surface-based sketching. To explore what possibilities arise from this combination of 2D (pen on tablet) and 3D input (6DoF pen), we present a set of design dimensions and define the design space for 2D and 3D sketching interaction metaphors in VR. We categorize prior art inside our design space and implemented a subset of metaphors for pen and tablet sketching in our prototype. To gain a deeper understanding which specific sketching operations users perform with 2D and which with 3D metaphors, we present findings of usability walkthroughs with six participants.
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