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DESIGN       39
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          Existing Approaches & Limitations                  scan real items into their designs, and RoMA interleaved AR
          Our work draws on several strands of prior research: VR and   design with robotic 3D printing so that geometry sketched in
          augmented reality support for assembly and disassembly,   AR is fabricated in situ.
          VR-based  design  tools  and  digital  fabrication,  XR-enabled   Closest to our setting, XR-penter supports the material-
          in-situ fabrication, augmented tools and virtual environments   aware, in-situ design of scrap-wood assemblies by creating
          for physical DIY, and mixed reality for prototype validation.  virtual twins of physical offcuts and generating cutting plans

            Numerous studies have investigated VR-based training and   under  material  and  spatial  constraints,  while  Augmented
          AR-based  support  systems  for  assembly  and  disassembly   Carpentry overlays computer-vision tool-path guidance onto
          tasks. These systems assume a predefined product and a fixed   real workpieces for  precise  manual sawing, marking, and
          assembly sequence, guiding the execution of that sequence   drilling without dedicated CNC machinery.
          rather than letting users design an artifact of their own. DIY,   These systems couple design and making, but each
          by contrast, couples open-ended design with physical making.   depends on specialised hardware, a specific material regime,
            The distinction is important: training systems teach users   or a predetermined operation, rather than supporting free-form
          how to perform a known task correctly, whereas DIY tools   VR design that a user reproduces with ordinary tools.
          must support exploration, iteration, and creative decision-  Several studies support physical DIY through augmented

          making without a predetermined outcome.            tools and AR. Schoop et al. attached sensors and displays
            A large body of work explores designing three-dimensional   to commercial hand tools such as drills, saws, and routers to
          content directly in immersive environments. VRSketchIn   provide in-situ guidance and to sequence instructions across
          explored the design space of pen-and-tablet 3D sketching   an entire project, and Pinheiro et al. developed WebXR-based
          in VR, VR-Doh enabled hands-on, clay-like sculpting through   AR tutorials that overlay component placement and assembly
          physics-based deformation driven by hand gestures, and   steps for DIY furniture in place of paper manuals. These
          Kukreja et al. compared several VR CAD modelling tools   guide the user's hands, but the artifact to be built is largely

          across performance metrics to clarify which design stages   given in advance.
          each best supports.                                   Others explore fabrication within virtual environments: Arisandi
            Vlah et al. showed that VR modelling supports the   et al. developed hand-tool-shaped input devices for  virtual
          embodiment design phase by enabling rapid creation of   handcrafting that users found more intuitive than conventional
          complex freeform geometries, though it still lacks the precision   3D software, Lee applied VR to vocational furniture-making
          of conventional CAD.                               training and reported reductions in cost, space, and risk,
            In parallel, personal-fabrication research seeks to make
          physical making accessible to non-experts; FreeD, for example,
          is a hand-held digital milling device that follows a digital model                                  Krakenimages.com

          while preserving the freedom of the user's hand. These tools
          are expressive, but they largely stop at the boundary of the
          virtual environment and do not address how the designed
          artifact can be reproduced through physical DIY.
            Another strand situates the design act in the physical
          world through XR. MixFab offered a gesture-based mixed-
          reality environment in which non-experts design objects and
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