Hummel, JohannesWolff, RobinDodiya, JankiGerndt, AndreasKuhlen, TorstenRonan Boulic and Carolina Cruz-Neira and Kiyoshi Kiyokawa and David Roberts2013-11-082013-11-082012978-3-905674-40-81727-530Xhttps://doi.org/10.2312/EGVE/JVRC12/017-020The selection of the right input devices for 3D interaction methods is important for a successful VR system. While natural direct interaction is often preferred, research has shown that indirect interaction can be beneficial. This paper focuses on an immersive simulation and training environment, in which one sub-task it is to carefully grasp and move a force-sensitive thin deformable foil without damaging it. In order to ensure transfer of training it was necessary to inform the user of the fact of gentle grasping and moving the foil. We explore the potential of three simple and light-weight interaction methods that each map interaction to a virtual hand in a distinct way. We used a standard tracked joystick with an indirect mapping, a standard finger tracking device with direct mapping based on finger position, and a novel enhanced finger tracking device, which additionally allowed pinch force input. The results of our summative user study show that the task performance did not show a significant difference among the three interaction methods. The simple position based mapping using finger tracking was most preferred, although the enhanced finger tracking device with direct force input offered the most natural interaction mapping. Our findings show that both a direct and indirect input method have potential to interact with force-sensitive thin deformable objects, while the direct method is preferred.Systems and Software [H.3.4]Performance evaluationThree Dimensional Graphics and Realism [I.3.7]Virtual RealityTowards Interacting with Force-Sensitive Thin Deformable Virtual Objects