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Conference Companion on Human Factors in Computing Systems
CavePainting: a fully immersive 3D artistic medium and interactive experience
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Surface drawing: creating organic 3D shapes with the hand and tangible tools
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Annotating and sketching on 3D web models
Proceedings of the 7th international conference on Intelligent user interfaces
Information Availability in 2D and 3D Displays
IEEE Computer Graphics and Applications
Spacedesign: A Mixed Reality Workspace for Aesthetic Industrial Design
ISMAR '02 Proceedings of the 1st International Symposium on Mixed and Augmented Reality
ILoveSketch: as-natural-as-possible sketching system for creating 3d curve models
Proceedings of the 21st annual ACM symposium on User interface software and technology
DENIM: an informal web site design tool inspired by observations of practice
Human-Computer Interaction
The interplay of beauty, goodness, and usability in interactive products
Human-Computer Interaction
Sketching User Experiences: Getting the Design Right and the Right Design
Sketching User Experiences: Getting the Design Right and the Right Design
Drawing on Air: Input Techniques for Controlled 3D Line Illustration
IEEE Transactions on Visualization and Computer Graphics
Sketching in early conceptual phases of product design: guidelines and tools
SBM'04 Proceedings of the First Eurographics conference on Sketch-Based Interfaces and Modeling
From raw 3D-sketches to exact CAD product models: concept for an assistant-system
SBM'04 Proceedings of the First Eurographics conference on Sketch-Based Interfaces and Modeling
Shape modeling with sketched feature lines in immersive 3D environments
Proceedings of the Seventh Sketch-Based Interfaces and Modeling Symposium
Investigating the learnability of immersive free-hand sketching
Proceedings of the Seventh Sketch-Based Interfaces and Modeling Symposium
An object-centric interaction framework for tangible interfaces in virtual environments
Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
Evaluating an eye tracking interface for a two-dimensional sketch editor
Computer-Aided Design
Mastering digital materiality in immersive modelling
Proceedings of the International Symposium on Sketch-Based Interfaces and Modeling
From movements to objects: creating physical sculptures from Iaido sword motions
Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction
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As immersive 3D user interfaces reach broader acceptance, their use as sketching media is attracting both commercial and academic interests. So far, little is known about user requirements and cognitive aspects of immersive 3D sketching. Also the latter's integration into the workflow of virtual product development is far from being solved. We present results from two focus group expert discussions, a comparative user study on immersive 3D sketching conducted among professional furniture designers and a qualitative content analysis of user statements. The results of the focus group discussions show a strong interest in using the three-dimensional (3D) space as a medium for conceptual design. Users expect it to provide new means for the sketching process, namely spatiality, one-to-one proportions, associations, and formability. Eight groups of functions required for 3D sketching were outlined during the discussions. The comparative study was intended to find and investigate advantages of immersive three-dimensional space and its additional degrees-of-freedom for creative/reflective externalization processes. We compared a 3D and a 2D baseline condition in the same technical environment, a VR-Cave system. In both conditions, no haptic feedback was provided and the 2D condition was not intended to simulate traditional 2D sketching (on paper). The results from our user study show that both the sketching process and the resulting sketches differ in the 2D and 3D condition, namely in terms of the perceived fluency of sketch creation, in terms of the perceived appropriateness for the task, and in terms of the perceived stimulation by the medium, the movement speed, the sketch sizes, the degree of detail, the functional aspects, and the usage time. In order to validate the results of the focus group discussions, we produced a questionnaire to check for the subjectively perceived advantages and disadvantages in both the 2D and 3D conditions. A qualitative content analysis of the user statements revealed that the biggest advantage of 3D sketching lies in the sketching process itself. In particular, the participants emphasized the system's ability to foster inspiration and to improve the recognition of spatiality and spatial thinking. We argue that both 2D and 3D sketching are relevant for early conceptual design. As we progress towards 3D sketching, new tangible interactive tools are needed, which account for the user's perceptual and cognitive abilities.