ReconViguRation: Reconfiguring Physical Keyboards in Virtual Reality
Daniel Schneider, Alexander Otte, Travis Gesslein, Philipp Gagel, Bastian Kuth, Mohamad Shahm Damlakhi, Oliver Dietz, Eyal Ofek, Michel Pahud, Per Ola Kristenss… 展开作者
Daniel Schneider, Alexander Otte, Travis Gesslein, Philipp Gagel, Bastian Kuth, Mohamad Shahm Damlakhi, Oliver Dietz, Eyal Ofek, Michel Pahud, Per Ola Kristensson, Jörg Müller, Jens Grubert
备注:
to appear
发表信息:
In IEEE Transactions of Visualization and Computer Graphics (TVCG), 2019
Physical keyboards are common peripherals for personal computers and are efficient standard text entry devices. Recent research has investigated how physical keyboards can be used in immersive head-mounted display-based Virtual Reality (VR). So far, the physical layout of keyboards has typically been transplanted into VR for replicating typing experiences in a standard desktop environment.
In this paper, we explore how to fully leverage the immersiveness of VR to change the input and output characteristics of physical keyboard interaction within a VR environment. This allows individual physical keys to be reconfigured to the same or different actions and visual output to be distributed in various ways across the VR representation of the keyboard.
We explore a set of input and output mappings for reconfiguring the virtual presentation of physical keyboards and probe the resulting design space by specifically designing, implementing and evaluating nine VR-relevant applications: emojis, languages and special characters, application shortcuts, virtual text processing macros, a window manager, a photo browser, a whack-a-mole game, secure password entry and a virtual touch bar. We investigate the feasibility of the applications in a user study with 20 participants and find that, among other things, they are usable in VR. We discuss the limitations and possibilities of remapping the input and output characteristics of physical keyboards in VR based on empirical findings and analysis and suggest future research directions in this area.
We study the performance and user experience of two popular mainstream text entry devices, desktop keyboards and touchscreen keyboards, for use in Virtual Reality (VR) applications. We discuss the limitations arising from limited visual feedback, and examine the efficiency of different strategies of use. We analyze a total of 24 hours of typing data in VR from 24 participants and find that novice users are able to retain about 60% of their typing speed on a desktop keyboard and about 40-45\% of their typing speed on a touchscreen keyboard. We also find no significant learning effects, indicati…
Alphanumeric text entry is a challenge for Virtual Reality (VR) applications. VR enables new capabilities, impossible in the real world, such as an unobstructed view of the keyboard, without occlusion by the user's physical hands. Several hand representations have been proposed for typing in VR on standard physical keyboards. However, to date, these hand representations have not been compared regarding their performance and effects on presence for VR text entry. Our work addresses this gap by comparing existing hand representations with minimalistic fingertip visualization. We study the effect…
This chapter gives an overview of interaction techniques for mixed reality including augmented and virtual reality (AR/VR). Various modalities for input and output are discussed. Specifically, techniques for tangible and surface-based interaction, gesture-based, pen-based, gaze-based, keyboard and mouse-based, as well as haptic interaction are discussed. Furthermore, the combination of multiple modalities in multisensory and multimodal interaction, as well as interaction using multiple physical or virtual displays, are presented. Finally, interaction with intelligent virtual agents is consider…
Virtual and Augmented Reality have the potential to change information work. The ability to modify the workers senses can transform everyday environments into a productive office, using portable head-mounted displays combined with conventional interaction devices, such as keyboards and tablets. While a stream of better, cheaper and lighter HMDs have been introduced for consumers in recent years, there are still many challenges to be addressed to allow this vision to become reality. This chapter summarizes the state of the art in the field of extended reality for knowledge work in everyday envi…
In this paper, we propose a new interface for virtual reality headset: a touchpad in front of the headset. To demonstrate the feasibility of the front touch interface, we built a prototype device, explored VR UI design space expansion, and performed various user studies. We started with preliminary tests to see how intuitively and accurately people can interact with the front touchpad. Then, we further experimented various user interfaces such as a binary selection, a typical menu layout, and a keyboard. Two-Finger and Drag-n-Tap were also explored to find the appropriate selection technique. …
Navigating spaces is an embodied experience. Examples can vary from rescue workers trying to save people from natural disasters; a tourist finding their way to the nearest coffee shop, or a gamer solving a maze. Virtual reality allows these experiences to be simulated in a controlled virtual environment. However, virtual reality users remain anchored in the real world and the conventions by which the virtual environment is deployed influence user performance. There is currently a need to evaluate the degree of influence imposed by extrinsic factors and virtual reality hardware on its users. Tr…
Virtual Reality (VR) has the potential to support mobile knowledge workers by complementing traditional input devices with a large three-dimensional output space and spatial input. Previous research on supporting VR knowledge work explored domains such as text entry using physical keyboards and spreadsheet interaction using combined pen and touch input. Inspired by such work, this paper probes the VR design space for authoring presentations in mobile settings. We propose PoVRPoint -- a set of tools coupling pen- and touch-based editing of presentations on mobile devices, such as tablets, with …
While virtual-reality (VR) has shown great promise in radiological tasks, effective user-interaction strategies that can improve efficiency and ergonomics are still under-explored and systematic evaluations of VR interaction techniques in the context of complex anatomical models are rare. Therefore, our study aims to identify the most effective interaction techniques for two common neurosurgical planning tasks in VR (point annotation and note-taking) from the state-of-the-arts, and propose a novel technique for efficient sub-volume selection necessary in neuroanatomical navigation. We assessed…
Working with organs and extracted tissue blocks is an essential task in surgery and anatomy environments. To prepare specimens from human donors for analysis, wet-bench workers must dissect human tissue and collect metadata for downstream analysis, including information about the spatial origin of tissue. The Registration User Interface (RUI) was developed to allow stakeholders in the Human Biomolecular Atlas Program (HuBMAP) to register tissue blocks, i.e., to record the size, position, and orientation of human tissue data with regard to reference organs. In this paper, we compare three setup…
Speech recognition assisted by large language models to command software orally -- Application to an augmented and virtual reality web app for immersive molecular graphics
University of Cape Town(开普敦大学);IDIA, Inter-University Institute for Data Intensive Astronomy(国际大学数据密集型天文学研究所);INAF - Istituto di Radioastronomia(意大利国家射电天文学研究所);Armagh Observatory and Planetarium(阿马天文台和行星馆)