Traditional interaction devices such as computer mice and keyboards do not adapt very well to immersive envi-ronments, since they were not necessarily designed for users who may be standing or in movement. Moreover, in the current inte-raction model for immersive environments, based on wands and 3D mice, a change of context is necessary in order to execute non-immersive tasks. These constant context changes from im-mersive to 2D desktops introduce a rupture in user interaction with the application. The objective of this work is to study how to adapt interaction techniques from touch surface based systems to 3D virtual environments to reduce this physical rupture from the fully immersive mode to the desktop paradigm. In order to do this, a wireless glove (v-Glove) that maps to a touch interface in a vir-tual reality immersive environment was developed, enabling it to interact in 3D applications. The glove has two main functionalities: tracking the position of the user's index finger and vibrating the fingertip when it reaches an area mapped in the interaction space to simulate a touch feeling. Quantitative and qualitative analysis were performed with users to evaluate the v-Glove, comparing it with a gyroscopic 3D mouse.
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