JoyFlick: Japanese Text Entry Using Dual Joysticks for Flick Input Users

被引:0
|
作者
Yokoyama, Kaisei [1 ]
Takakura, Rei [1 ]
Shizuki, Buntarou [1 ]
机构
[1] Univ Tsukuba, Tsukuba, Ibaraki, Japan
来源
HUMAN-COMPUTER INTERACTION, INTERACT 2021, PT III | 2021年 / 12934卷
关键词
Game controller; Dual-joystick input; Circular keyboard layout;
D O I
10.1007/978-3-030-85613-7_8
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
We show JoyFlick: A Japanese text entry method on game consoles with dual joysticks for flick-input users. To reduce the learning cost, the procedure of JoyFlick is designed based on a flick-input, which is a Japanese text entry method that approximately 80% of young Japanese people use daily on smartphones. The user using JoyFlick is able to enter a Japanese basic phonetic character with two joystick operations. In addition, JoyFlick's widgets spend a little amount of real estate on a screen, making it easy for developers to allocate space for other content. We conducted user studies that compared the performance of JoyFlick with a Kana syllabary keyboard, the de-facto standard for the Japanese text entry method on game consoles. The results showed the followings: (1) after training employing 28 phrases (289 characters, mean entry time = 373 s), the flick-input users using JoyFlick can enter texts faster than using the Kana syllabary keyboard; (2) the flick-input users can enter text using JoyFlick 1.53-fold faster (60.1 CPM) than the Kana syllabary keyboard (39.2 CPM) after one-week training in which the users enter texts less than 140 (M = 135) characters per day. These results show that JoyFlick provides a fast and easy Japanese text entry method to the flick-input users using the game controllers and yet spends a little amount of real estate on a screen.
引用
收藏
页码:107 / 125
页数:19
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