scholarly journals Text Input in Virtual Reality: A Preliminary Evaluation of the Drum-Like VR Keyboard

Technologies ◽  
2019 ◽  
Vol 7 (2) ◽  
pp. 31 ◽  
Author(s):  
Costas Boletsis ◽  
Stian Kongsvik

The drum-like virtual reality (VR) keyboard is a contemporary, controller-based interface for text input in VR that uses a drum set metaphor. The controllers are used as sticks which, through downward movements, “press” the keys of the virtual keyboard. In this work, a preliminary feasibility study of the drum-like VR keyboard is described, focusing on the text entry rate and accuracy as well as its usability and the user experience it offers. Seventeen participants evaluated the drum-like VR keyboard by having a typing session and completing a usability and a user experience questionnaire. The interface achieved a good usability score, positive experiential feedback around its entertaining and immersive qualities, a satisfying text entry rate (24.61 words-per-minute), as well as moderate-to-high total error rate (7.2%) that can probably be further improved in future studies. The work provides strong indications that the drum-like VR keyboard can be an effective and entertaining way to type in VR.

Author(s):  
Costas Boletsis ◽  
Stian Kongsvik

Existing consumer VR systems support text input using handheld controllers in combination with virtual keyboards and many designers have attempted to build on these widely used techniques. However, information on current and well-established VR text-input techniques is lacking. In this work, we conduct a comparative empirical evaluation of four controller-based VR text-input techniques, namely, raycasting, drum-like keyboard, head-directed input, and split keyboard. We focus on their text-entry rate and accuracy, usability, and user experience. Twenty-two participants evaluated the techniques by completing a typing session, answering usability and user-experience questionnaires, and participating in a semi-structured interview. The drum-like keyboard and the raycasting techniques stood out, achieving good usability scores, positive experiential feedback, satisfactory text-entry rates, and moderate error rates that can be reduced in future studies. The specific documented usability and experiential characteristics of the techniques are presented and discussed herein.


Author(s):  
I Wayan Andika Raditya ◽  
Gede Mahendra Darmawiguna ◽  
I Gede Partha Sindu

AbstrakPengembangan Virtual Reality untuk Digitalisasi Pura Penataran Agung bagian Mandala 1, 5, 6 dan 7 merupakan salah satu pemanfaatan teknologi yang digunakan sebagai media konservasi untuk melestarikan Pura Penataran Agung bagian Mandala 1, 5, 6 dan 7 sebagai bagian dari Pura Agung Besakih dan juga sebagai warisan budaya. Media berupa aplikasi Virtual Reality ini mengajak pengguna untuk dapat melihat keadaan Pura Penataran Agung Besakih bagian Mandala 1, 5, 6 dan 7 dengan detail selain itu pengguna juga dapat melakukan perpindahan ke arah mana yang ingin dilihat sehingga dirasakan sebuah pengalaman seolah-olah berada di Pura Penataran Agung Besakih bagian Mandala 1, 5, 6 dan 7. Pengembangan Virtual Reality untuk Digitalisasi Pura Penataran Agung Besakih bagian Mandala 1, 5, 6 dan 7 menggunakan metode waterfall. Pengujian penelitian ini menggunakan 6 tahapan proses pengujian : (1) Uji whitebox dengan penerapan di setiap prosesnya sudah sesuai, (2) uji blackbox dengan 5 responden didapat hasil tidak terdapat kesalahan, (3) uji usability dengan 5 responden di dapat rata-rata persentase 80% termasuk baik, (4) uji performance efficiency dengan 5 responden didapatkan rata-rata persentase 86% termasuk sangat baik, (5) uji data integrity dengan 2 responden ahli di dapat rata-rata persentase 89% termasuk sangat baik(6) uji User Experience Questionnaire (UEQ) di dapat persentase rata-rata dari 20 responden dengan has AbstractDevelopment of Virtual Reality for Digitization of the Penataran Agung Temple Mandala parts 1, 5, 6 and 7 is one of the uses of technology that is used as a conservation medium to preserve the Penataran Agung Temple Mandala parts 1, 5, 6 and 7 as part of the Besakih Agung Temple and also as cultural heritage. The media in the form of Virtual Reality application invites users to be able to see the state of the Penataran Agung Besakih Temple Mandala parts 1, 5, 6 and 7 in detail, besides that the user can also move to which direction he wants to be seen so that an experience is felt as if in Penataran Agung Besakih Temple Mandala parts 1, 5, 6 and 7. Development of Virtual Reality for Digitizing Penataran Agung Temple Besakih Mandala parts 1, 5, 6 and 7 using the waterfall method. The testing of this study uses 6 stages of the testing process: (1) The whitebox test with the application in each process is appropriate, (2) the blackbox test with 5 respondents found that there are no errors, (3) usability test with 5 respondents obtained the average percentage 80% including good, (4) performance efficiency test with 5 respondents found an average percentage of 86% including very good, (5) data integrity test with 2 expert respondents at an average percentage of 89% including very good (6) test User Experience Questionnaire (UEQ) obtained an average percentage of 20 respondents with positive results.


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.


2018 ◽  
Vol 11 (4) ◽  
pp. 1-27 ◽  
Author(s):  
Lal "Lila" Bozgeyikli ◽  
Evren Bozgeyikli ◽  
Srinivas Katkoori ◽  
Andrew Raij ◽  
Redwan Alqasemi

i-com ◽  
2020 ◽  
Vol 19 (2) ◽  
pp. 67-85
Author(s):  
Matthias Weise ◽  
Raphael Zender ◽  
Ulrike Lucke

AbstractThe selection and manipulation of objects in Virtual Reality face application developers with a substantial challenge as they need to ensure a seamless interaction in three-dimensional space. Assessing the advantages and disadvantages of selection and manipulation techniques in specific scenarios and regarding usability and user experience is a mandatory task to find suitable forms of interaction. In this article, we take a look at the most common issues arising in the interaction with objects in VR. We present a taxonomy allowing the classification of techniques regarding multiple dimensions. The issues are then associated with these dimensions. Furthermore, we analyze the results of a study comparing multiple selection techniques and present a tool allowing developers of VR applications to search for appropriate selection and manipulation techniques and to get scenario dependent suggestions based on the data of the executed study.


2021 ◽  
Vol 126 ◽  
pp. 103090
Author(s):  
Xin Zou ◽  
Steve O'Hern ◽  
Barrett Ens ◽  
Selby Coxon ◽  
Pascal Mater ◽  
...  

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