Abstract
Character input in immersive environments is a non trivial task that has attracted much attention in recent years. This paper presents an evaluation of keyboard position, orientation and interaction together with the influence of visual interaction feedback in a controlled character input task with 27 participants in Augmented Reality (AR). It presents 5 different keyboard locations (3 bounded to the headset and 2 bounded to the non-dominant hand of the user) and 3 visual interaction feedback methods (finger raycast, fingertip glow and both combined). Objective (completion time, accuracy, Key per Minute (KPM)) and subjective (After Scenario Questionnaire (ASQ)) metrics are presented. Results showed that keyboard placement had an effect on accuracy, KPM metrics and subjective preference, with keyboard visualisation parallel and bounded to the headset position and orientation outperforming other keyboard locations.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Notes
- 1.
https://developer.leapmotion.com/, (Last accessed 7th November 2020).
- 2.
https://docs.microsoft.com/en-us/windows/mixed-reality/design/billboarding-and-tag-along, (Last accessed 14th January 2021).
- 3.
https://docs.microsoft.com/en-us/windows/mixed-reality/design/hand-menu, (Last accessed 14th January 2020).
- 4.
https://docs.microsoft.com/en-us/windows/mixed-reality/design/direct-manipulationinteraction, (Last accessed 7th November 2020).
References
Ahn, S., Lee, G.: Gaze-assisted typing for smart glasses. In: Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology, pp. 857–869 (2019)
Bi, X., Smith, B.A., Zhai, S.: Quasi-qwerty soft keyboard optimization. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 283–286 (2010)
Boletsis, C., Kongsvik, S.: Text input in virtual reality: a preliminary evaluation of the drum-like vr keyboard. Technologies 7(2), 31 (2019)
Bovet, S., et al.: Using traditional keyboards in vr: steamvr developer kit and pilot game user study. In: 2018 IEEE Games, Entertainment, Media Conference (GEM), pp. 1–9. IEEE (2018)
Dang, N.-T., Mestre, D.: Effects of menu orientation on pointing behavior in virtual environments. In: Shumaker, R. (ed.) VMR 2011. LNCS, vol. 6773, pp. 144–153. Springer, Heidelberg (2011). https://doi.org/10.1007/978-3-642-22021-0_17
Dube, T.J., Arif, A.S.: Text entry in virtual reality: a comprehensive review of the literature. In: Kurosu, M. (ed.) HCII 2019. LNCS, vol. 11567, pp. 419–437. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-22643-5_33
Dudley, J., Benko, H., Wigdor, D., Kristensson, P.O.: Performance envelopes of virtual keyboard text input strategies in virtual reality. In: 2019 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), pp. 289–300. IEEE (2019)
Dudley, J.J., Vertanen, K., Kristensson, P.O.: Fast and precise touch-based text entry for head-mounted augmented reality with variable occlusion. ACM Trans. Comput.-Hum. Interact. (TOCHI) 25(6), 1–40 (2018)
Fashimpaur, J., Kin, K., Longest, M.: Pinchtype: text entry for virtual and augmented reality using comfortable thumb to fingertip pinches. In: Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems Extended Abstracts, pp. 1–7 (2020)
Friedman, M.: A comparison of alternative tests of significance for the problem of m rankings. Ann. Math. Stat. 11(1), 86–92 (1940)
Frutos-Pascual, M., Harrison, J.M., Creed, C., Williams, I.: Evaluation of ultrasound haptics as a supplementary feedback cue for grasping in virtual environments. In: 2019 International Conference on Multimodal Interaction, pp. 310–318 (2019)
Grossman, T., Chen, X.A., Fitzmaurice, G.: Typing on glasses: adapting text entry to smart eyewear. In: Proceedings of the 17th International Conference on Human-Computer Interaction with Mobile Devices and Services, pp. 144–152 (2015)
Grubert, J., Witzani, L., Ofek, E., Pahud, M., Kranz, M., Kristensson, P.O.: Effects of hand representations for typing in virtual reality. In: 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp. 151–158. IEEE (2018)
Grubert, J., Witzani, L., Ofek, E., Pahud, M., Kranz, M., Kristensson, P.O.: Text entry in immersive head-mounted display-based virtual reality using standard keyboards. In: 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp. 159–166. IEEE (2018)
Gupta, A., Ji, C., Yeo, H.S., Quigley, A., Vogel, D.: Rotoswype: word-gesture typing using a ring. In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, pp. 1–12 (2019)
Gupta, A., Samad, M., Kin, K., Kristensson, P.O., Benko, H.: Investigating remote tactile feedback for mid-air text-entry in virtual reality. In: 2020 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), pp. 350–360. IEEE (2020)
Hincapié-Ramos, J.D., Guo, X., Irani, P.: The consumed endurance workbench: a tool to assess arm fatigue during mid-air interactions. In: Proceedings of the 2014 Companion Publication on Designing Interactive Systems, pp. 109–112 (2014)
Hsieh, Y.T., Jylhä, A., Orso, V., Gamberini, L., Jacucci, G.: Designing a willing-to-use-in-public hand gestural interaction technique for smart glasses. In: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, pp. 4203–4215 (2016)
Jiang, H., Weng, D.: Hipad: text entry for head-mounted displays using circular touchpad. In: 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp. 692–703. IEEE (2020)
Kim, J., Delamare, W., Irani, P.: Thumbtext: text entry for wearable devices using a miniature ring. In: Proceedings of Graphics Interface, pp. 18–25 (2018)
Knierim, P., Schwind, V., Feit, A.M., Nieuwenhuizen, F., Henze, N.: Physical keyboards in virtual reality: analysis of typing performance and effects of avatar hands. In: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, pp. 1–9 (2018)
Lee, L.H., Braud, T., Lam, K.Y., Yau, Y.P., Hui, P.: From seen to unseen: designing keyboard-less interfaces for text entry on the constrained screen real estate of augmented reality headsets. Pervasive Mob. Comput. 64, 101148 (2020)
Lewis, J.R.: IBM computer usability satisfaction questionnaires: psychometric evaluation and instructions for use. Int. J. Hum.-Comput. Interact. 7(1), 57–78 (1995)
McGill, M., Boland, D., Murray-Smith, R., Brewster, S.: A dose of reality: overcoming usability challenges in vr head-mounted displays. In: Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, pp. 2143–2152 (2015)
Mcgill, M., Kehoe, A., Freeman, E., Brewster, S.: Expanding the bounds of seated virtual workspaces. ACM Trans. Comput.-Hum. Interact. (TOCHI) 27(3), 1–40 (2020)
Menzner, T., Otte, A., Gesslein, T., Grubert, J., Gagel, P., Schneider, D.: A capacitive-sensing physical keyboard for vr text entry. In: 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp. 1080–1081. IEEE (2019)
Ogitani, T., Arahori, Y., Shinyama, Y., Gondow, K.: Space saving text input method for head mounted display with virtual 12-key keyboard. In: 2018 IEEE 32nd International Conference on Advanced Information Networking and Applications (AINA), pp. 342–349. IEEE (2018)
Otte, A., Menzner, T., Gesslein, T., Gagel, P., Schneider, D., Grubert, J.: Towards utilizing touch-sensitive physical keyboards for text entry in virtual reality. In: 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp. 1729–1732. IEEE (2019)
Otte, A., Schneider, D., Menzner, T., Gesslein, T., Gagel, P., Grubert, J.: Evaluating text entry in virtual reality using a touch-sensitive physical keyboard. In: 2019 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct), pp. 387–392. IEEE (2019)
Pham, D.M., Stuerzlinger, W.: Hawkey: efficient and versatile text entry for virtual reality. In: 25th ACM Symposium on Virtual Reality Software and Technology, pp. 1–11 (2019)
Pick, S., Puika, A.S., Kuhlen, T.W.: Swifter: design and evaluation of a speech-based text input metaphor for immersive virtual environments. In: 2016 IEEE Symposium on 3D User Interfaces (3DUI), pp. 109–112. IEEE (2016)
Pietroszek, K.: Raycasting in Virtual Reality, pp. 1–3. Springer, Cham (2018). https://doi.org/10.1007/978-3-319-08234-9_180-1
Rajanna, V., Hansen, J.P.: Gaze typing in virtual reality: impact of keyboard design, selection method, and motion. In: Proceedings of the 2018 ACM Symposium on Eye Tracking Research and Applications, pp. 1–10 (2018)
Schneider, D., et al.: Reconviguration: reconfiguring physical keyboards in virtual reality. IEEE Trans. Visual. Comput. Graph. 25(11), 3190–3201 (2019)
Shapiro, S.S., Wilk, M.B.: An analysis of variance test for normality (complete samples). Biometrika 52(3/4), 591–611 (1965)
Speicher, M., Feit, A.M., Ziegler, P., Krüger, A.: Selection-based text entry in virtual reality. In: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, pp. 1–13 (2018)
Walker, J., Li, B., Vertanen, K., Kuhl, S.: Efficient typing on a visually occluded physical keyboard. In: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, pp. 5457–5461 (2017)
Wang, C.Y., Chu, W.C., Chiu, P.T., Hsiu, M.C., Chiang, Y.H., Chen, M.Y.: Palmtype: using palms as keyboards for smart glasses. In: Proceedings of the 17th International Conference on Human-Computer Interaction with Mobile Devices and Services, pp. 153–160 (2015)
Wu, C.M., Hsu, C.W., Lee, T.K., Smith, S.: A virtual reality keyboard with realistic haptic feedback in a fully immersive virtual environment. Virtual Reality 21(1), 19–29 (2017)
Xu, W., Liang, H.N., He, A., Wang, Z.: Pointing and selection methods for text entry in augmented reality head mounted displays. In: 2019 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), pp. 279–288. IEEE (2019)
Yang, Z., Chen, C., Lin, Y., Wang, D., Li, H., Xu, W.: Effect of spatial enhancement technology on input through the keyboard in virtual reality environment. Appl. Ergon. 78, 164–175 (2019)
Yi, X., Yu, C., Zhang, M., Gao, S., Sun, K., Shi, Y.: Atk: enabling ten-finger freehand typing in air based on 3D hand tracking data. In: Proceedings of the 28th Annual ACM Symposium on User Interface Software & Technology, pp. 539–548 (2015)
Yu, C., Sun, K., Zhong, M., Li, X., Zhao, P., Shi, Y.: One-dimensional handwriting: inputting letters and words on smart glasses. In: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, pp. 71–82 (2016)
Yu, D., Fan, K., Zhang, H., Monteiro, D., Xu, W., Liang, H.N.: Pizzatext: text entry for virtual reality systems using dual thumbsticks. IEEE Trans. Visual. Comput. Graph. 24(11), 2927–2935 (2018)
Yumura, T., Nakamura, S.: Augmented typing: augmentation of keyboard typing experience by adding visual and sound effects. In: Asian CHI Symposium 2019 (2019)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2021 IFIP International Federation for Information Processing
About this paper
Cite this paper
Frutos-Pascual, M., Gale, C., Harrison, J.M., Creed, C., Williams, I. (2021). Character Input in Augmented Reality: An Evaluation of Keyboard Position and Interaction Visualisation for Head-Mounted Displays. In: Ardito, C., et al. Human-Computer Interaction – INTERACT 2021. INTERACT 2021. Lecture Notes in Computer Science(), vol 12932. Springer, Cham. https://doi.org/10.1007/978-3-030-85623-6_29
Download citation
DOI: https://doi.org/10.1007/978-3-030-85623-6_29
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-85622-9
Online ISBN: 978-3-030-85623-6
eBook Packages: Computer ScienceComputer Science (R0)