Gaze typing in virtual reality: impact of keyboard design, selection method, and motion

Vijay Rajanna, J. P. Hansen
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引用次数: 76

Abstract

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 view may 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.
虚拟现实中的注视打字:键盘设计、选择方法和动作的影响
虚拟现实(VR)中的凝视跟踪允许免提文本输入,但尚未被探索。我们研究了键盘设计、选择方法和视场中的运动如何影响打字性能和用户体验。我们提出了两项关于人们(n = 32)在VR中使用凝视+停留和凝视+点击输入进行打字的研究。在研究1中,打字键盘是平面的,在视线范围内;在研究2中,它比视图大,但弯曲。这两项研究都包括在用户视野中的静止和动态运动条件。我们的研究结果表明:1)注视输入在VR中是可行的,但受到限制;2)当整个键盘都在视线范围内时,用户表现最佳(10.15 WPM);大于视场的键盘(9.15 WPM)由于头部运动增加而导致身体紧张,3)视场中的运动影响用户的表现:用户在静止时比在运动时表现更好,4)凝视+点击比仅停留(固定在550 ms)的交互要好。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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