Hemant Bhaskar Surale, Aakar Gupta, M. Hancock, Daniel Vogel
{"title":"TabletInVR","authors":"Hemant Bhaskar Surale, Aakar Gupta, M. Hancock, Daniel Vogel","doi":"10.1145/3290605.3300243","DOIUrl":null,"url":null,"abstract":"Complex virtual reality (VR) tasks, like 3D solid modelling, are challenging with standard input controllers. We propose exploiting the affordances and input capabilities when using a 3D-tracked multi-touch tablet in an immersive VR environment. Observations gained during semi-structured interviews with general users, and those experienced with 3D software, are used to define a set of design dimensions and guidelines. These are used to develop a vocabulary of interaction techniques to demonstrate how a tablet's precise touch input capability, physical shape, metaphorical associations, and natural compatibility with barehand mid-air input can be used in VR. For example, transforming objects with touch input, \"cutting\" objects by using the tablet as a physical \"knife\", navigating in 3D by using the tablet as a viewport, and triggering commands by interleaving bare-hand input around the tablet. Key aspects of the vocabulary are evaluated with users, with results validating the approach.","PeriodicalId":20454,"journal":{"name":"Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"75","resultStr":"{\"title\":\"TabletInVR\",\"authors\":\"Hemant Bhaskar Surale, Aakar Gupta, M. Hancock, Daniel Vogel\",\"doi\":\"10.1145/3290605.3300243\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Complex virtual reality (VR) tasks, like 3D solid modelling, are challenging with standard input controllers. We propose exploiting the affordances and input capabilities when using a 3D-tracked multi-touch tablet in an immersive VR environment. Observations gained during semi-structured interviews with general users, and those experienced with 3D software, are used to define a set of design dimensions and guidelines. These are used to develop a vocabulary of interaction techniques to demonstrate how a tablet's precise touch input capability, physical shape, metaphorical associations, and natural compatibility with barehand mid-air input can be used in VR. For example, transforming objects with touch input, \\\"cutting\\\" objects by using the tablet as a physical \\\"knife\\\", navigating in 3D by using the tablet as a viewport, and triggering commands by interleaving bare-hand input around the tablet. Key aspects of the vocabulary are evaluated with users, with results validating the approach.\",\"PeriodicalId\":20454,\"journal\":{\"name\":\"Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-05-02\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"75\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3290605.3300243\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3290605.3300243","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Complex virtual reality (VR) tasks, like 3D solid modelling, are challenging with standard input controllers. We propose exploiting the affordances and input capabilities when using a 3D-tracked multi-touch tablet in an immersive VR environment. Observations gained during semi-structured interviews with general users, and those experienced with 3D software, are used to define a set of design dimensions and guidelines. These are used to develop a vocabulary of interaction techniques to demonstrate how a tablet's precise touch input capability, physical shape, metaphorical associations, and natural compatibility with barehand mid-air input can be used in VR. For example, transforming objects with touch input, "cutting" objects by using the tablet as a physical "knife", navigating in 3D by using the tablet as a viewport, and triggering commands by interleaving bare-hand input around the tablet. Key aspects of the vocabulary are evaluated with users, with results validating the approach.