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Breaking the Screen: Interaction Across Touchscreen Boundaries in Virtual Reality for Mobile Knowledge Workers.

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    This study explores using tablets with virtual reality (VR) for knowledge work. Combining VR head-mounted displays and tablets offers new ways to interact with information, especially in limited spaces.

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    Area of Science:

    • Human-Computer Interaction
    • Virtual Reality Applications
    • Mobile Computing

    Background:

    • Virtual Reality (VR) offers immersive 3D environments for knowledge work, extending 2D displays.
    • Mobile knowledge workers face input limitations on devices like tablets, especially in confined spaces.
    • Integrating VR and tablets presents a novel approach to overcome these interaction constraints.

    Purpose of the Study:

    • To investigate the feasibility of joint interaction between VR head-mounted displays and tablets for knowledge work.
    • To design and evaluate interaction concepts for extending touchscreen capabilities into VR.
    • To develop and gather user feedback on example applications demonstrating this integrated approach.

    Main Methods:

    • Designing and implementing interaction techniques for VR environments using a tablet as an extended input space.
    • Developing a set of novel interaction concepts for joint VR-tablet use.
    • Building prototype applications and conducting user studies to assess usability and gather feedback.

    Main Results:

    • Demonstrated the potential for seamless interaction with information beyond a single touchscreen in VR.
    • Evaluated novel interaction concepts, providing insights into their effectiveness.
    • Gathered qualitative user feedback on the developed applications, highlighting user experience and areas for improvement.

    Conclusions:

    • Joint interaction between VR and tablets is feasible and offers a promising solution for enhancing knowledge work.
    • The developed interaction concepts and applications show potential for improving productivity and user experience in constrained environments.
    • Further research can build upon these findings to refine VR-tablet interaction for diverse knowledge work scenarios.