Gaze Typing in Virtual Reality: Impact of Keyboard Design, Selection Method, and Motion

被引:64
作者
Rajanna, Vijay [1 ]
Hansen, John Paulin [2 ]
机构
[1] Texas A&M Univ, College Stn, TX 77843 USA
[2] Tech Univ Denmark, Lyngby, Denmark
来源
2018 ACM SYMPOSIUM ON EYE TRACKING RESEARCH & APPLICATIONS (ETRA 2018) | 2018年
关键词
Virtual reality; gaze typing; keyboard design; motion; VR sickness; multi-modal input; dwell; mental and physical workload;
D O I
10.1145/3204493.3204541
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
Gaze tracking in virtual reality (VR) allows for hands-free text entry, but it has not yet been explored. We investigate how the keyboard design, selection method, and motion in the field of viewmay impact typing performance and user experience. We present two studies of people (n = 32) typing with gaze+ dwell and gaze+ click inputs in VR. In study 1, the typing keyboard was flat and within-view; in study 2, it was larger-than-view but curved. Both studies included a stationary and a dynamic motion conditions in the user's field of view. Our findings suggest that 1) gaze typing in VR is viable but constrained, 2) the users perform best (10.15 WPM) when the entire keyboard is within-view; the larger-than-view keyboard (9.15 WPM) induces physical strain due to increased head movements, 3) motion in the field of view impacts the user's performance: users perform better while stationary than when in motion, and 4) gaze+ click is better than dwell only (fixed at 550 ms) interaction.
引用
收藏
页数:10
相关论文
共 50 条
[21]   Record, Review, Edit, Apply: A Motion Data Pipeline for Virtual Reality Development & Design [J].
Hofmann, Sarah ;
Oezdemir, Cem ;
von Mammen, Sebastian .
PROCEEDINGS OF THE 18TH INTERNATIONAL CONFERENCE ON THE FOUNDATIONS OF DIGITAL GAMES, FDG 2023, 2023,
[22]   Design Method of Ultrashort Focal Polarization Catadioptric Virtual Reality Lenses [J].
Cheng Dewen ;
Huang Yilun ;
Li Yang ;
Hou Qichao ;
Li Danyang ;
Zhang Tian ;
Chen Hailong ;
Wang Yongtian .
ACTA OPTICA SINICA, 2023, 43 (15)
[23]   Virtual Reality systems: A method to evaluate the applicability based on the design context [J].
Mengoni, Maura ;
Germani, Michele ;
Bordegoni, Monica .
PROCEEDINGS OF THE ASME INTERNATIONAL DESIGN ENGINEERING TECHNICAL CONFERENCES AND COMPUTERS AND INFORMATION IN ENGINEERING CONFERENCE 2007, VOL 6, PTS A AND B, 2008, :1377-+
[24]   Design of a Video Game for Rehabilitation using Motion Capture, EMG analysis and Virtual Reality [J].
Rincon, Alejandro Lopez ;
Yamasaki, Hiroshi ;
Shimoda, Shingo .
2016 INTERNATIONAL CONFERENCE ON ELECTRONICS, COMMUNICATIONS AND COMPUTERS (CONIELECOMP), 2016, :198-204
[25]   A novel method for objective quantification of apathy based on gaze and physiological reactivity to stimuli presented in a virtual reality environment [J].
Ravona-Springer, Ramit ;
Koren, Or ;
Galor, Noam ;
Lapid, Michal ;
Bahat, Yotam ;
Fluss, Ronen ;
Wilf, Meytal ;
Zorani, Shlomit ;
Rosenblum, Uri ;
Beeri, Michal Schnaider ;
Plotnik, Meir .
ALZHEIMER'S & DEMENTIA: DIAGNOSIS, ASSESSMENT & DISEASE MONITORING, 2025, 17 (01)
[26]   Multi-Domain Assessment of the Impact of Biophilic Design Strategies for the Design of Workplaces in Virtual Reality [J].
Latini, Arianna ;
Torresin, Simone ;
Di Giuseppe, Lisa ;
D'Orazio, Marco .
PROCEEDINGS OF THE 11TH INTERNATIONAL CONFERENCE OF AR.TEC. (SCIENTIFIC SOCIETY OF ARCHITECTURAL ENGINEERING), VOL 3, COLLOQUI.AT.E 2024, 2025, 612 :471-487
[27]   DESIGN OF A VIRTUAL REALITY BASED SIMULATION ENVIRONMENT AND ITS IMPACT ON SURGICAL EDUCATION [J].
Cecil, J. ;
Gupta, Avinash ;
Pirela-Cruz, M. .
ICERI2016: 9TH INTERNATIONAL CONFERENCE OF EDUCATION, RESEARCH AND INNOVATION, 2016, :2675-2683
[28]   The Impact of Virtual Reality on Student Design Decisions: Assessing Density and Proximity When Designing in Virtual Reality Versus Traditional Analog Processes [J].
George, Benjamin H. ;
Fernandez, Jessica ;
Summerlin, Peter .
LANDSCAPE JOURNAL, 2022, 41 (01) :30-44
[29]   Performative prototyping in collaborative mixed reality environments: an embodied design method for ideation and development in virtual reality [J].
Weijdom, Joris .
TEI'22: PROCEEDINGS OF THE SIXTEENTH INTERNATIONAL CONFERENCE ON TANGIBLE, EMBEDDED, AND EMBODIED INTERACTION, 2022,
[30]   The Research on Architecture Design Engineering Method Based on Computer Virtual Reality Technology [J].
Mao Zhiyi .
EMERGING MATERIALS AND MECHANICS APPLICATIONS, 2012, 487 :568-570