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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.
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Surale et al. (2019) studied this question.
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