Investigating User Response to a Hybrid Sketch Based Interface for
Creating 3D Virtual Models in an Immersive Environment
Alexandra Bonnici
1
, Johann Habakuk Israel
2
, Anne Marie Muscat
1
, Daniel Camilleri
1
,
Kenneth Camilleri
1
and Uwe Rothenburg
3
1
Department of Systems and Control Engineering, Faculty of Engineering, University of Malta, Msida, Malta
2
Berliner Technische Kunsthochschule, University of Applied Sciences, Berlin, Germany
3
Division Virtual Product Creation Model-based Engineering,
Fraunhofer Institute for Production Systems and Design Technology IPK,
Pascalstrasse 8-9, 10587 Berlin, Germany
Keywords:
Sketch-based Interfaces, Mixed Sketching Environments, Usability Study.
Abstract:
Computer modelling of 2D drawings is becoming increasingly popular in modern design as can be witnessed
in the shift of modern computer modelling applications from software requiring specialised training to ones
targeted for the general consumer market. Despite this, traditional sketching is still prevalent in design, par-
ticularly so in the early design stages. Thus, research trends in computer-aided modelling focus on the the
development of sketch based interfaces that are as natural as possible. In this paper, we present a hybrid sketch
based interface which allows the user to make draw sketches using offline as well as online sketching modal-
ities, displaying the 3D models in an immersive setup, thus linking the object interaction possible through
immersive modelling to the flexibility allowed by paper-based sketching. The interface was evaluated in a
user study which shows that such a hybrid system can be considered as having pragmatic and hedonic value.
1 INTRODUCTION
Computer modelling of 2D drawings is becoming
increasingly popular in modern design (Cook and
Agah, 2009) and this can be observed in the shift
in computer modelling applications from software
such as AutoCAD (AutoDesk Inc, 2014) and CA-
TIA (Dassault Systems, 2014) among others, targeted
for engineers and architects to others such as Sketch-
Up (Trimble Navigation Limited, 2013) among oth-
ers, which target the general consumer market. De-
spite the fact that commercial computer modelling
interfaces are becoming more user-friendly, they are
primarily based on window, icon, menu and pointer
(WIMP) interfaces which contrast with the ease and
flexibility with which pen and paper sketches can be
created (Cruz and Velho, 2010; Olsen et al., 2011).
Thus, paper-based sketches are still popularly used by
designers to sketch initial ideas. Although not neces-
sarily accurate, sketches, allow the designer to start
depicting his ideas and build on them, creating flat,
2D representations of the designers initial ideas.
Thus, pen and paper sketching has an important
role in the design process, allowing the artist to exter-
nalise thought concepts quickly and efficiently (Cook
and Agah, 2009; Schweikardt and Gross, 2000). In
addition, since human observers can understand 2D
drawings as abstractions of the 3D world, artists can
use sketches as effective communications tools (Cruz
and Velho, 2010). This is particularly useful in com-
mercial design, allowing the artist to present the client
with initial designs before the final construction be-
gins (Cook and Agah, 2009). In modern design how-
ever, the computer modelling software provides for
enhanced graphics, such as virtual walk-through and
dynamic interaction, which augment the level of com-
munication between the artist and client (Schweikardt
and Gross, 2000), such that computer models of the
initial designs also have an important role in the de-
sign process. Therefore, the initial design stage will
typically involve quick pen and paper sketches which
are then re-drawn, sometimes by dedicated artists,
with computer modelling software (Eissen and Steur,
2007; Olsen et al., 2009).
The research trend in computer-based modelling
focuses on bridging the gap between pen and pa-
per sketching and the WIMP interfaces by creating
sketch-based interfaces (SBIs) that are as natural as
470
Bonnici A., Israel J., Muscat A., Camilleri D., Camilleri K. and Rothenburg U..
Investigating User Response to a Hybrid Sketch Based Interface for Creating 3D Virtual Models in an Immersive Environment.
DOI: 10.5220/0005320504700477
In Proceedings of the 10th International Conference on Computer Graphics Theory and Applications (GRAPP-2015), pages 470-477
ISBN: 978-989-758-087-1
Copyright
c
2015 SCITEPRESS (Science and Technology Publications, Lda.)
possible (Lai and Zakaria, 2010). Thus, bringing
together the sketching flexibility of pen-and-paper
sketching with computer-based modelling.
In this paper, we build on the paper-based SBI
and immersive modelling environments described in
(Bartolo et al., 2008) and (Israel et al., 2013) respec-
tively to create a new SBI that combines 2D sketch-
ing with immersive 3D modelling. This interface dif-
fers from others described in the literature in that 2D
sketching can be performed online within the immer-
sive environment and in an offline environment, such
that 3D models can be projected in the immersive en-
vironment from the user pen-and-paper sketches, thus
creating a hybrid SBI that accepts online and offline
sketching as input. We also report the results of a
user study performedusing both sketching modalities,
hence observing the user’s perception to the new in-
terface.
The rest of this paper is organised as follows: Sec-
tion 2 presents the related work; Section 3 presents
our proposed sketch-based interface; the methodol-
ogy employed for the user evaluation is presented in
Section 4, with results discussed in Section 5, while
Section 6 concludes the paper.
2 RELATED WORK
Sketch based interfaces generally incorporate ges-
tures and sketching to allow the user to create 3D
models from drawings. Gestures, which can be cre-
ated using tools and instruments like pens, can range
from simple editing commands such as the deletion of
strokes, to more complex, 3D modelling commands
such as extrusion and lofting commands (Zeleznik
et al., 2006; Fonseca et al., 2002). To help the user
visualise the effect of the gesture, it is common prac-
tice for SBIs to temporarily visualise the gesture trace
as lines or strokes. Gestures therefore facilitate the
interpretation of the sketch, but require that the user
has a good knowledge of the gestures and their ac-
tions. Thus, sketched based interfaces reach a balance
between sketching freedom and the use of gestures
which aid the interpretation of the sketch.
One such interface is CHATEAUX (Igarashi et al.,
1997) which allows the artist to sketch in 3D, pro-
viding thumbnails with different possibilities with
which a sequence of strokes can be completed. While
such a suggestive interface can help speed up the
modelling process, it is somewhat intrusive, limit-
ing the design exploration to the suggested mod-
els provided by the interface. Less intrusive inter-
faces which also provide more drawing flexibility
are attained through blob-like inflations of 2D con-
tours, such as TEDDY (Igarashi et al., 1999) and
SHAPESHOP (Schmidt et al., 2006) among others.
These allow the designer to create blob-like mod-
els from the contours. By allowing creating mod-
els from sketched contours, these interfaces provide
for a natural drawing style, however, the inflations
used for the 3D modelling limit the applicability of
these interfaces to blob-like models. To amend this,
additional sketched gestures in the 3D space are re-
quired to mold the model into the desired shape. Such
gestures could range from simple inflation or defla-
tion of the blob-like model to more complex defor-
mation tools that are loosely modelled on deforma-
tions that are used to form clay sculptures, with DIG-
ITAL CLAY (Schweikardt and Gross, 2000) and FI-
BREMESH (Nealen et al., 2007) providing examples
of such interfaces.
These sketching modalities can be extended to in-
troduce fully immersive drawing (Perkunder et al.,
2010), (Israel et al., 2013), whereby a rendering sys-
tem and an optical tracking system to allow the user
to sketch and interact with 3D objects in a virtual en-
vironment within a five-sided CAVE. Freehand draw-
ing and modelling are carried out using three tangi-
ble interfaces, namely a stylus to draw virtual ink in
the virtual environment, a pair of pliers which allow
the user to group, reposition and release virtual ob-
jects in the CAVE and a Bezier-tool which allows the
user to extrude a Bezier curve in 3D space, follow-
ing the movement of a two-handed tool (Israel et al.,
2009). Withthis system, users are not restricted to any
particular gestures or sketching language and there-
fore, after overcoming the missing physical sketch-
ing medium, users are allowed greater sketching free-
dom than other interfaces mentioned earlier. More-
over, it has been shown that designers are able to learn
the necessary interaction techniques to interact with
the immersive environment, albeit with a rather steep
learning curve (Wiese et al., 2010).
These interfaces model the 3D geometries incre-
mentally, building the 3D shape as the user sketches
and makes use of gestures. Sketching must therefore
be carried out in an online fashion and, in the par-
ticular case of Israel et al., within the immersive en-
vironment, thus precluding the use of pen-and-paper
sketching. In contrast, Bartolo et al. describe a
sketching interface which infers the 3D geometry of
the sketch in an offline manner, allowing the user to
sketch with real ink on real paper, as well as with dig-
ital ink on graphic tablets. Using this SBI, the user’s
sketch is expected to contain two components namely,
the sketched longitudinal profile of the object, which
defines the object shape, and annotations, which aug-
ment the sketch with additional information about the
InvestigatingUserResponsetoaHybridSketchBasedInterfaceforCreating3DVirtualModelsinanImmersive
Environment
471
Longitudinal
sketch
Cross-sectional
profiles
Plane lines
(a)
200
300
400
500
600
700
800
-100
0
100
-50
0
50
100
150
200
250
300
350
400
450
(b)
Figure 1: (a) Example of a sketch drawn using the sketching language of (Bartolo et al., 2008). (b) The resulting 3D model.
3D geometry of the object. The annotations can be
further divided into plane lines and cross-sectional
profiles as shown in Figure 1. Cross-sectional pro-
files are used to define the cross-sectional shape of
the object while plane lines are used to indicate the
place on the sketch where the cross-sectional profiles
should be applied. The user is required to use differ-
ent colours for the sketch and annotations, allowing
the interpretation algorithms to demarcate the sketch
from the annotations. Although the cross-sectional
profiles define the 3D shape of the object at the plane
on which they reside, to create the full 3D model, the
object’s cross-sectional shape at intermediary planes
is required. The cross-sectional shape of the object
at these intermediary planes is determined by linearly
interpolating the shape of the cross-sectional profiles,
while the size and number of intermediary profiles re-
quired can be determined from the shape of the longi-
tudinal sketch (Bartolo et al., 2008).
Although this SBI allows the user to obtain 3D
models from offline sketches, the SBI does not of-
fer support for further interaction with the 3D model,
such that, if any part of the object needs modifica-
tion, the user must either redraw the sketch or port
the 3D model to some other SBI. In the latter case,
the user must engage with the object using the differ-
ent sketching rules of the second interface. Ideally, a
user will have an SBI that allows for offline and on-
line sketching modalities, providing for consistency
between the two modalities.
3 A HYBRID SKETCH BASED
INTERFACE
In this work, we build upon the offline SBI of (Bartolo
et al., 2008) and the immersive modelling of (Israel
et al., 2013) to create a preliminary hybrid SBI that
allows for offline and online sketching modalities, us-
ing a common sketching language as the sketch in-
put while allowing for a seamless interaction with the
completed 3D model.
3.1 Objects That Can Be Modelled
Using this preliminary SBI, the user will be able to
create 3D models of objects that have a single axis,
however, the object does not need to be symmetric
about this axis. The interface assumes that the top-
most and bottommostcross-sections are flat, while the
bottommost cross-section must be drawn such that it
is in a horizontal position.
3.2 Offline Sketching Modality
Using this modality, the user sketches the object us-
ing the prescribed sketching language, using real pen-
and-paper of a graphics tablet as a sketching medium,
scanning, or saving the sketch as an image for pro-
cessing. The 3D geometry of the object is inferred
from the sketch and this can be shown as a static 3D
model on the computer monitor or in the immersive
screen used in the online sketching modality.
The sketching language required for the sketch is
similar to that described in (Bartolo et al., 2008); the
user is required to sketch the longitudinal profile of
the object in one colour and provide annotations in
a different colour. However, we simplify the anno-
tations required by retaining only the cross-sectional
profiles and using the centre of moment of the cross-
sectional shape to determine the location of the plane
which bears this cross-sectional shape, thus rendering
the plane lines redundant.
3.3 Online Sketching Modality
The online sketching modality adapts the offline
sketching language to an immersive environment. As
shown in Figure 2, the setup consists on an immersive
GRAPP2015-InternationalConferenceonComputerGraphicsTheoryandApplications
472
Immersive screen
pen
stylus
Head
tracker
Figure 2: Sketching in the immersive setup. The user is
seen here drawing the longitudinal profile using the stylus
pen. Once nished, the sketchedlongitudinal profile turns
to red, showing it has been correctly recognized.
screen together with a head tracking device. This al-
lows the user to observe the complete 3D model from
different angles. In this setup, we use two of the tangi-
ble interfaces described in (Israel et al., 2013), namely
the stylus which allows the user to sketch in virtual
ink and the pliers tool which allows the user to grab
and move the 3D object.
Since the sketch is being drawn in an online man-
ner, and the nature of the sketching language requires
that the user draws the longitudinal profile first in or-
der to obtain a reference against which the annotated
cross-sectional profiles are sketched, the sketch inter-
pretation can use the temporal information to distin-
guish between the annotations and the cross-sectional
profiles. Thus, using the online modality, the user
is not required to use different pen colours to sketch
the longitudinal profile and the cross-sectional pro-
files using different colours. However, colours are
introduced by the interface as a form of feedback,
changing the colour of the longitudinal profile from
green to red, providing visual feedback to the user,
indicating that the sketched strokes have been inter-
preted correctly by the system. The pen colour then
switches automatically to the default green, allowing
the user to sketch the cross sectional profiles, such
that the completed sketch will consist of a red longi-
tudinal profile and green cross sectional profiles.
4 USER EVALUATION
The success of an SBI depends on whether users are
willing to engage with the SBI and for this, the SBI
must be appealing to the user in terms of useability
and functionality. In this case, the user must find mo-
tivation and practical use for both the online sketch-
ing modality as well as the offline sketching modal-
Longitudinal sketch
Cross-sectional
profiles
3D model
Figure 3: The complete sketch and corresponding 3D
screen. After drawing the sketch, the 3D virtual model is
displayed in blue. This can be then rotated as needed by the
user using the plier tool.
ity for the SBI to be accepted as a hybrid SBI. The
user evaluation therefore seeks to understand if both
sketching modalities are accepted by the user, and
in cases where an immersive system is unavailable,
whether users would also be satisfied by using the of-
fline sketching modality, with the possibility of dis-
playing and interacting with their results in the im-
mersive environment at some later stage.
To this extent, we asked eight test subjects to try
the SBI. These test subjects were presented with four
different sketches, shown in Figure 4, which had to
be copied in order to obtain a 3D model from each
sketch. The sketches were drawn twice, once using
the online sketching modality and once using the of-
fline sketching modality, resulting in a total of eight
sketching tasks for each user. The subjects included
two females and six males whose age ranged between
21 and 36. Five of the subjects are engineers, two are
computer scientists and one, a human factor expert. In
order to ensure that the order of presentation does not
affect the outcome of the result of the user evaluation,
four subjects were presented with the offline sketch-
ing modality first, followed by the immersive sketch-
ing modality, while the remaining four subjects were
presented with the immersive modality followed by
the offline modality. For practical reasons, in the of-
fline sketching modality, subjects were given a Genius
G-Pen 450 drawing tablet (Genius G-Pen, 2007) in
lieu of traditional pen-and-paper. The resulting sketch
was then saved as an image and processed, with the fi-
nal 3D model being displayed on the same immersive
screen used for the online sketching modality. Be-
fore drawing the actual sketches, the users were given
time to familiarize themselves with the sketching in-
terfaces and after completing the sketching tasks in
each modality, subjects were asked to fill in a ques-
tionnaire about their experience and the usability of
InvestigatingUserResponsetoaHybridSketchBasedInterfaceforCreating3DVirtualModelsinanImmersive
Environment
473
Sketch 1 Sketch 2
Sketch 3 Sketch 4
Figure 4: The annotated sketches presented to the users to
copy. These sketches test the 3D model generation with
different longitudinal profiles and different cross-sectional
profiles.
the system. The time during which the users were en-
gaged in sketching was also recorded.
4.1 The Questionnaire
In order to determine how the users respond to
the SBI, we made use of the AttrakDiff ques-
tionnare (Hassenzahl, 2008), which consists of a
number of 7-point items with bipolar verbal anchors.
This provides a semantic differential scale which is a
rating scale that is able to indicate the attitude of the
user towards the interactive system at use. It is set in a
way that allows us to evaluate not only the pragmatic
functional quality of the system, but also the hedonic
aspects of the system, providing measures for the user
stimulation, identification with the system and its at-
traction (Hassenzahl, 2008).
The pragmatic quality (PQ) refers to the useful-
ness and usability of the system and can be measured
by asking the user to scale the system in terms of it
being human-centric or computer-centric; simple or
complicated; and confusing or clear amongst others.
The hedonic quality of stimulation (HQS) relates to
the personal need to develop oneself and gain new
skills and knowledge. This is measured by asking
the user to rank the system on a scale of original to
typical; standard to creative. The identification qual-
ity (HQI) refers to the user’s identification with the
system, giving an indication of how well the system
communicates important personal values to the user.
The user identification can be measured by ranking
the system on a scale of professional to amateurish;
cheap to valuable among others. The attraction qual-
ity (ATTR) of the system will give an indication of
whether the users had an overall pleasing interaction
with the system. This can be measured by asking the
user to rank the system on a scale of likeable to unlik-
able; and ugly to beautiful (Hassenzahl, 2008).
The questions posed in the questionnaire therefore
provide an insight on the overall user experience of
the system and give an indication of whether a user
would likely engage with the system again. In or-
der to be considered useful and desirable to users,
the proposed hybrid sketch-based interface must have
an above average ranking in the pragmatic, hedonic
and attractive qualities, for both the offline sketching
modalities and the online sketching modalities, im-
plying that users would find both modalities useful
and practical.
5 RESULTS AND DISCUSSION
Table 1 gives the mean and standard deviation of the
user responses for the pragmatic, hedonic and attrac-
tive qualities of the system. Since the questionnaire
made use of a 7-point scale, the results in Table 1,
show that the user response to the two sketch modal-
ities is above-average, indicating that the users re-
sponded well to both sketch modalities.
The average results shown in Table 1 show that
the test subjects gave a higher ranking to the hedonic
qualities of both sketching modalities, indicating that
the subjects could identify with and engage well with
both sketching modalities while being able to achieve
the set goals with both sketching modalities. The
lower pragmatic values can be due to the somewhat
restricted set of objects that can be modelled with the
system as well as the limited interaction that can be
Table 1: Average user responses µ to the questionnaire re-
sults for the pragmatic qualities (PQ), hedonic qualities of
identification (HQI) and stimulation (HQS) and the overall
hedonic quality (HQ) and attractiveness (ATTR) of the two
sketching modalities, giving also the standard deviation (σ)
of the user responses.
Online sketching modality
PQ HQS HQI HQ ATTR
µ
µ
µ 4.77 5.29 4.98 5.13 5.50
σ
σ
σ 1.02 0.47 0.71 0.45 0.5
Offline sketching modality
µ
µ
µ 4.18 4.39 4.41 4.40 4.68
σ
σ
σ 1.44 1.52 1.14 1.03 1.57
GRAPP2015-InternationalConferenceonComputerGraphicsTheoryandApplications
474
performed within the immersive environment which
were made available in this system. Increasing the in-
teractions could expand the range of objects that can
be modelled and hence increase the usability and use-
fulness of the system.
Table 1 shows that the test subjects gave different
ranking to the dimensions posed by the questionnaire.
Some differences in the user responses are to a certain
extent expected and are due to the different nature of
the sketching modalities. For example, when using
the online sketching modality, the 3D model could
be displayed instantaneously and the user could in-
teract directly with the 3D model whereas in the of-
fline sketching modality required that the generated
3D models were manually passed to the immersive
setup via a USB drive, incurring a delay between the
completion of the sketch and the display of the 3D
model in the immersive environment. Moreover, the
lab environment could have made the practical aspect
of the offline sketching paradigm, namely that the de-
sign concepts can be created when away from the im-
mersive setup while retaining the ability to display
and later manipulate these models in the immersive
environment, difficult to communicate to the test sub-
jects. Thus, the online sketching modality can be per-
ceived as more practical and less cumbersome than
the offline sketching modality.
The different sketching modalities could also af-
fect the hedonic qualities of the two systems. For ex-
ample, drawing on a graphics tablet is similar to draw-
ing on paper, such that the offline sketching modality
may appear to be more identifiable than stimulating,
while sketching in virtual ink, which has the added
difficulty of there being no physical drawing medium
may appear to be more challenging than stimulating.
Overall, the above average responses obtained for
both sketching modalities, indicates that the users
found the online and offline sketching modalities are
somewhat interchangeable. The results show that
there is a tendency for users to give a higher rank-
ing to the immersive system. For this reason, a one-
way ANOVA was performed on the user responses to
each of the pragmatic, hedonic and attractive qualities
of the two sketching modalities in order to determine
whether the difference observed is significant. Table 2
gives the result of this test which shows that there is
no statistical significance between the mean user re-
sponses to the two sketching modalities. Although the
greatest difference is observed in the overall hedonic
qualities, the ANOVA shows that there is no statis-
tical difference between the mean user responses to
questions on the stimulation and identification hedo-
nic qualities of the two sketching modalities. Thus,
although there are some differences between the user
Table 2: Results of the ANOVA at the 95% confidence level,
of the user responses on the pragmatic, hedonic and attrac-
tive aspects of the two sketching modalities.
F p-value
PQ 0.894 0.360
HQ 3.392 0.087
HQS 2.533 0.134
HQI 1.441 0.250
ATTR 1.983 0.181
responses in the questionnaire, the subjects in this
evaluation do not show a significant preference to ei-
ther sketching modality.
The recorded time taken by the users to complete
the four drawing tasks in both sketching modalities
are given in Figure 5(a). This shows that the users in
general required more time to complete the sketches
in the offline sketching modality, with all median
times being larger for the offline sketching modality
than for the online sketching modality. However, one
may note that there is higher variability in the time
spent during the offline sketching modality than the
online sketching modality, particularly for sketches
three and four. This is an indication that the time
spent in the offline sketching modality is more user
dependent than the online sketching modality. This
can in fact be observed in the average time each user
spent while sketching in online and offline modes as
shown in Figure 5(b). Form this, one may note that
while participants 4, 6, 7, and 8 have very little dif-
ferences in the time spent sketching, participants 2,
3, and 5 spent considerable more time on the offline
sketching modality. This is mainly due to the differ-
ences in the offline and online nature of sketching.
When drawing on the graphics tablet, the user was at
liberty to modify the sketch, removing any unwanted
parts, modifying others or even redrawing parts of the
sketch, as one would typically do when drawing us-
ing pen-and-paper. In the online environment how-
ever, we adopted the pen-computer interaction typi-
cally used in the absence of icons, that is, the ink is
interpreted upon pen release, such that the system the
digital ink once and as soon as this has been drawn
without offering the option to adjust any part of the
sketch. Thus any users wanting to make modifica-
tions while engaged in the online sketching were not
able to through this system.
6 CONCLUSION
In conclusion, this user study showed that this system
has both the pragmatic and hedonic qualities which
could be further developed into a fully fledged, hy-
InvestigatingUserResponsetoaHybridSketchBasedInterfaceforCreating3DVirtualModelsinanImmersive
Environment
475
Offline sketching modality Online sketching modality
Time to complete each sketch
Time (s)
Sketch
10
20
30
40
50
60
1 2 3 4 1 2 3 4
Time each user spent on sketching tasks
User
Time (s)
2 3 4 5 6 7 8
10
20
30
40
50
60
mean time for online modality
mean time for offline modality
one standard deviation range
Figure 5: (a) Time spent by the users to complete each sketch. (b) The average time and corresponding standard deviation error
that each individual user spent on all four sketching tasks in the online and offline modalities. Note that time measurements
were available for all but the first user participating in the evaluation study and that even numbered participants started with
the online sketching modality followed by the offline sketching modality while odd numbered participants approached the
tasks in reverse order.
brid sketching interface. By providing the user with
more scope for interaction with the sketched objects,
the possible geometries that can be created using this
hybrid interface can be extended beyond the scope of
this user study, increasing the utility and applicability
of the SBI. Furthermore, by automating the transfer of
the paper-based sketches into the immersive environ-
ment, less effort is required by the user to obtain the
3D models when sketching in the offline modality, al-
lowing the user to take advantage of an input modality
with which the user can already identify with.
The results obtained from this user study are en-
couraging and show that it is possible to integrate of-
fline and online sketching modalities, while retain-
ing a system that has pragmatic and hedonic qualities.
Moreover, this study shows that users can be given the
flexibility to choose their preferred sketching modal-
ity without reducing the quality of the generated 3D
models.
ACKNOWLEDGEMENTS
This research was done in collaboration with the
Fraunhofer Institute for Production Systems and De-
sign Technology Berlin. It was supported by VI-
SIONAIR, a project funded by the European Com-
mission under grant agreement 262044.
REFERENCES
AutoDesk Inc (2014). Autocad. http://www.autodesk.com/
products/autocad/overview. Last Accessed: 08-09-
2014.
Bartolo, A., Farrugia, P., Camilleri, K., and Borg, J. (2008).
A profile-driven sketching interface for pen-and-paper
sketches. In VL/HCC Workshop: Sketch Tools for Di-
agramming.
Cook, M. and Agah, A. (2009). A survey of sketch-based
3-d modeling techniques. Interacting with computers,
21:201–211.
Cruz, L. and Velho, L. (2010). A sketch on sketch-based in-
terfaces and modeling. In Graphics, Patterns and Im-
ages Tutorials (SIBGRAPI-T), 2010 23rd SIBGRAPI
Conference on, pages 22–33.
Dassault Systems (2014). Catia. http://www.3ds.com/
products-services/catia/. Last Accessed: 09-12-2014.
Eissen, K. and Steur, R. (2007). Sketching. Drawing Tech-
niques for Product Designers. BIS Publishers.
Fonseca, M. J., Pimentel, C., and Jorge, J. A. (2002). Cali:
An online scribble recognizer for calligraphic inter-
faces. In Sketch Understanding, Papers from the 2002
AAAI Spring Symposium. Citeseer.
Genius G-Pen (2007). Australia products review and rating
website. http://www.reviewproduct.com.au/ genius-g-
pen-450-graphics-pad/. Last Accessed: 10-12-2014.
Hassenzahl, M. (2008). The interplay of beauty, goodness,
and usability in interactive products. Hum.-Comput.
Interact., 19(4):319–349.
Igarashi, T., Matsuoka, S., Kawachiya, S., and Tanaka, H.
(1997). Interactive beautification: a technique for
rapid geometric design. In UIST ’97: Proceedings
of the 10th annual ACM symposium on User interface
software and technology, pages 105–114, New York,
NY, USA. ACM.
Igarashi, T., Matsuoka, S., and Tanaka, H. (1999). Teddy:
A sketching interface for 3d freeform design. In Pro-
ceedings of the 26th Annual Conference on Computer
Graphics and Interactive Techniques, SIGGRAPH
GRAPP2015-InternationalConferenceonComputerGraphicsTheoryandApplications
476
’99, pages 409–416, New York, NY, USA. ACM
Press/Addison-Wesley Publishing Co.
Israel, J., Wiese, E., Mateescu, M., Zllner, C., and Stark, R.
(2009). Investigating three-dimensional sketching for
early conceptual designresults from expert discussions
and user studies. Computers & Graphics, 33(4):462 –
473.
Israel, J. H., Mauderli, L., and Greslin, L. (2013). Mastering
digital materiality in immersive modelling. In Pro-
ceedings of the International Symposium on Sketch-
Based Interfaces and Modeling, SBIM ’13, pages 15–
22, New York, NY, USA. ACM.
Lai, C.-Y. and Zakaria, N. (2010). As sketchy as possible:
Application programming interface (api) for sketch-
based user interface. In Information Technology (IT-
Sim), 2010 International Symposium in, volume 1,
pages 1–6.
Nealen, A., Igarashi, T., Sorkine, O., and Alexa, M.
(2007). Fibermesh: Designing freeform surfaces with
3d curves. ACM Trans. Graph., 26(3).
Olsen, L., Samavati, F., and Jorge, J. (2011). Naturasketch:
Modeling from images and natural sketches. Com-
puter Graphics and Applications, IEEE, 31(6):24–34.
Olsen, L., Samavati, F. F., Sousa, M. C., and Jorge, J. A.
(2009). Sketch-based modeling: A survey. Computers
& Graphics, 33(1):85 – 103.
Perkunder, H., Israel, J. H., and Alexa, M. (2010). Shape
modeling with sketched feature lines in immersive 3d
environments. In (Eds.), E. Y.-L. D. . M. A., ed-
itor, ACM SIGGRAPH/Eurographics Symposium on
Sketch-Based Interfaces and Modeling SBIM10, page
127134.
Schmidt, R., Wyvill, B., Sousa, M. C., and Jorge, J. A.
(2006). Shapeshop: Sketch-based solid modeling with
blobtrees. In ACM SIGGRAPH 2006 Courses, SIG-
GRAPH ’06, New York, NY, USA. ACM.
Schweikardt, E. and Gross, M. D. (2000). Digital clay: de-
riving digital models from freehand sketches. Automa-
tion in Construction, 9(1):107 – 115.
Trimble Navigation Limited (2013). Sketchup. http://
www.sketchup.com/. Last Accessed: 08-09-2014.
Wiese, E., Israel, J. H., Meyer, A., and Bongartz, S.
(2010). Investigating the learnability of immersive
free-hand sketching. In Proceedings of the Seventh
Sketch-Based Interfaces and Modeling Symposium,
SBIM ’10, pages 135–142, Aire-la-Ville, Switzerland,
Switzerland. Eurographics Association.
Zeleznik, R. C., Herndon, K. P., and Hughes, J. F. (2006).
Sketch: An interface for sketching 3d scenes. In
ACM SIGGRAPH 2006 Courses, SIGGRAPH ’06,
New York, NY, USA. ACM.
InvestigatingUserResponsetoaHybridSketchBasedInterfaceforCreating3DVirtualModelsinanImmersive
Environment
477