Comparison of Japanese Text Input Efficiency Between PC and Smartphone

Author(s):  
Jun Iio
Author(s):  
Kumiko Tanaka-Ishii ◽  
Yusuke Inutsuka ◽  
Masato Takeichi

1980 ◽  
Author(s):  
K. Shirai ◽  
Y. Fukazawa ◽  
T. Matzui ◽  
H. Matzuura

Computer ◽  
1985 ◽  
Vol 18 (5) ◽  
pp. 29-35 ◽  
Author(s):  
Morita

1986 ◽  
Vol 7 (4) ◽  
pp. 207-217 ◽  
Author(s):  
Hiroshi Hamada ◽  
Ikuo Namiki ◽  
Ryohei Nakatsu

2006 ◽  
Vol 13 (2) ◽  
pp. 165-183 ◽  
Author(s):  
STUART M. SHIEBER ◽  
RANI NELKEN

We address the problem of improving the efficiency of natural language text input under degraded conditions (for instance, on mobile computing devices or by disabled users), by taking advantage of the informational redundancy in natural language. Previous approaches to this problem have been based on the idea of prediction of the text, but these require the user to take overt action to verify or select the system's predictions. We propose taking advantage of the duality between prediction and compression. We allow the user to enter text in compressed form, in particular, using a simple stipulated abbreviation method that reduces characters by 26.4%, yet is simple enough that it can be learned easily and generated relatively fluently. We decode the abbreviated text using a statistical generative model of abbreviation, with a residual word error rate of 3.3%. The chief component of this model is an n-gram language model. Because the system's operation is completely independent from the user's, the overhead from cognitive task switching and attending to the system's actions online is eliminated, opening up the possibility that the compression-based method can achieve text input efficiency improvements where the prediction-based methods have not. We report the results of a user study evaluating this method.


Sensors ◽  
2021 ◽  
Vol 21 (5) ◽  
pp. 1582
Author(s):  
Yahui Wang ◽  
Yueyang Wang ◽  
Jingzhou Chen ◽  
Yincheng Wang ◽  
Jie Yang ◽  
...  

Although the interaction technology for virtual reality (VR) systems has evolved significantly over the past years, the text input efficiency in the virtual environment is still an ongoing problem. We deployed a word-gesture text entry technology based on gesture recognition in the virtual environment. This study aimed to investigate the performance of the word-gesture text entry technology with different input postures and VR experiences in the virtual environment. The study revealed that the VR experience (how long or how often using VR) had little effect on input performance. The hand-up posture has a better input performance when using word-gesture text entry technology in a virtual environment. In addition, the study found that the perceived exertion to complete the text input with word-gesture text entry technology was relatively high. Furthermore, the typing accuracy and perceived usability for using the hand-up posture were obviously higher than that for the hand-down posture. The hand-up posture also had less task workload than the hand-down posture. This paper supports that the word-gesture text entry technology with hand-up posture has greater application potential than hand-down posture.


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