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The name "device to absolute tracking" suggests that the 3x3 relates device-local to absolute. If you remember your linear algebra, multiplying a column vector on its left by an orthogonal 3x3 matrix like this will interpret the vector in the output coordinate space, in this case, the absolute space. In essence, this is a rotation.
So, if you take the view vector in local HMD space (I believe this is looking down the -Z axis, so [0 0 -1]) and multiply it by this 3x3 matrix, you will get the view direction vector in world space. You already know the position. As for the "up" vector, this is the local vector [0 1 0], so multiply that by the 3x3 as well to get it in world space. If you think about it, this is only using 0, 1, or -1 as multipliers, so you can actually code a shortcut to get lookat and up vectors from the 3x3 just by pulling out the column you want and possibly negating it.
Hope that helps...