Comparison of One-handed and Two-handed Text Entry in Virtual Reality Using Handheld Controllers

A. Hassan, S. Mackenzie, G. Sohn
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Abstract

Current consumer virtual reality (VR) systems rely heavily on handheld controllers for input. To this end, numerous methods have been developed and investigated since the emergence of VR in order to improve the user experience for interactions such as gaming or text entry while wearing a head-mounted display (HMD) and using handheld controllers [1, 2]. Although several novel text entry methods have been proposed, there is little research comparing the methods using virtual keyboard interfaces evaluated as experimental conditions. This would allow for a more focused and specialized comparison.Statement of Objective:This work presents the design and empirical evaluation of a split and standard virtual keyboard for text input in virtual environments using handheld controllers. There are numerous applications, including games, for example, entering a gamer’s name or messaging other gamers. An experimental evaluation of two virtual keyboards using VR handheld controllers will be conducted. (Note: As the experiment is ongoing, this abstract is written in the future tense. The final submission will transition to the past tense.) The focus will be on entry speed, accuracy, and efficiency. Both keyboards will be QWERTY-based, but with different organizations. Similar to most physical keyboards, the “standard” keyboard will have all the keys in one arrangement. However, the “split” keyboard will display keys in a split pattern on each side of the screen. For the standard keyboard, users will operate one handheld controller in their preferred hand. For the split keyboard, users will operate one controller in each hand. Thus, a significant point of comparison in the present research is one-handed input vs. two-handed input for the same task. Description of Methods:This research follows an experimental methodology. There will be a total of 14 participants recruited from the local university campus. The study will be a 2 × 5 within-subjects design with the following independent variables and levels:• Keyboard (standard one-handed, split two-handed)• Block (1, 2, 3, 4, 5)The order of testing the keyboards will be counterbalanced to offset learning effects.Five phrases of text will be entered for each block, with phrases selected at random from a standard phrase set [3]. Thus the total number of trials will be 14 participants x 2 keyboards x 5 blocks x 5 phrases/block = 700. The following are the dependent variables in the study:• Entry speed (wpm)• Error rate (%)• Keystroke per character (KSPC)The Unity 3D game engine is used to create the text-input interface installed on the Meta Quest 2 VR headset. Participants will use the Meta Quest handheld controllers to input text. Input uses raycasting, in which the handheld controller casts a virtual line or ray. The virtual ray is positioned on a key on the virtual keyboard, wherein the user presses the trigger on the handheld controller to select the character indicated by the ray.Significance of the Proposed Presentation:The work is significant due to its presentation of the design and experimental evaluation of novel text entry input methods for virtual environments The work pushes the limits of contemporary devices (Meta Quest 2 VR headset) and platforms (Unity 3D game engine) into a design space of particular interest to research in virtual environments.Discussion of Results:Statistical tests, such as the analysis of variance, will be used to identify statistically significant differences between the keyboards for entry speed (wpm), error rate (%), and efficiency using KSPC. Tests for improvement in performance over the five blocks of testing will be included, as well. Regression models will be built using the power law of practice to model the pattern of learning over the blocks of testing. Design implications and suggestions will be offered, as will opportunities for future work. Full details are to be included in the final submission.
使用手持控制器的虚拟现实中单手和双手文本输入的比较
当前的消费者虚拟现实(VR)系统严重依赖手持控制器进行输入。为此,自VR出现以来,已经开发和研究了许多方法,以改善用户在佩戴头戴式显示器(HMD)和使用手持控制器时进行游戏或文本输入等交互的体验[1,2]。虽然已经提出了几种新的文本输入方法,但很少有研究将使用虚拟键盘接口的方法作为实验条件进行比较。这将允许进行更集中和专门的比较。目标声明:这项工作提出了在使用手持控制器的虚拟环境中用于文本输入的分裂和标准虚拟键盘的设计和经验评估。有许多应用程序,包括游戏,例如,输入玩家的名字或向其他玩家发送消息。本文将使用VR手持控制器对两种虚拟键盘进行实验评估。(注:由于实验还在进行中,所以这篇摘要用的是将来时。最后的提交将过渡到过去时。)重点是进入的速度,准确性和效率。这两种键盘都将基于qwerty键盘,但组织不同。与大多数物理键盘类似,“标准”键盘将所有键排列在一起。然而,“分割”键盘将在屏幕的每一边以分割的模式显示键。对于标准键盘,用户将用他们喜欢的手操作一个手持控制器。对于分体式键盘,用户将在每只手上操作一个控制器。因此,本研究的一个重要的比较点是同一任务的单手输入与双手输入。方法说明:本研究采用实验方法。总共将有14名参与者从当地大学校园招募。该研究将是一个2 × 5的受试者内设计,具有以下自变量和水平:•键盘(标准单手,拆分双手)•块(1,2,3,4,5)测试键盘的顺序将被平衡以抵消学习效果。将为每个块输入五个文本短语,并从标准短语集[3]中随机选择短语。因此,试验总数将是14名参与者x 2个键盘x 5个块x 5个短语/块= 700。以下是研究中的因变量:•输入速度(wpm)•错误率(%)•每字符击键(KSPC)使用Unity 3D游戏引擎创建安装在Meta Quest 2 VR耳机上的文本输入界面。参与者将使用Meta Quest手持控制器输入文本。输入使用光线投射,其中手持控制器投射虚拟线或光线。所述虚拟射线位于所述虚拟键盘上的按键上,用户按下所述手持控制器上的触发器以选择所述射线所指示的字符。提议演示的意义:这项工作是重要的,因为它展示了虚拟环境中新颖文本输入输入法的设计和实验评估。这项工作将当代设备(Meta Quest 2 VR耳机)和平台(Unity 3D游戏引擎)的极限推向了虚拟环境中研究的特别感兴趣的设计空间。结果讨论:统计测试,如方差分析,将用于识别键盘之间在输入速度(wpm)、错误率(%)和使用KSPC效率方面的统计显著差异。还将包括五个测试块的性能改进测试。回归模型将使用实践的幂律来对测试块上的学习模式进行建模。将提供设计启示和建议,以及未来工作的机会。完整的细节将包括在最后的提交。
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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