Please use this identifier to cite or link to this item: http://hdl.handle.net/1942/44877
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dc.contributor.authorJANS, Mathias-
dc.contributor.authorCEYSSENS, Jeroen-
dc.contributor.authorLUYTEN, Kris-
dc.date.accessioned2024-12-19T09:02:08Z-
dc.date.available2024-12-19T09:02:08Z-
dc.date.issued2024-
dc.date.submitted2024-12-12T16:14:41Z-
dc.identifier.citationSpencer, SN (Ed.). 30Th ACM Symposium on Virtual reality Software and Technology, VRST 2024, ASSOC COMPUTING MACHINERY, p. 1 -2-
dc.identifier.isbn979-8-4007-0535-9-
dc.identifier.urihttp://hdl.handle.net/1942/44877-
dc.description.abstractText input in Virtual Reality (VR) is crucial for communication, search, and productivity. We compared four keyboard designs for VR text entry, leveraging the flexibility and the tracking options of a 3D environment. We used the Dvorak layout to control for experience differences. The designs were: (a) a floating keyboard with touch input, (b) a keyboard attached on the back of the hand with touch input, (c) a floating keyboard with eye tracking and pinch input, and (d) a keyboard laid out over a rolling shape with touch input. Designs (b), (c), and (d) can move in 3D space, while design (a) is static. Design (d) had similar efficiency to design (a) but with better usability and lower Physical Demand. Design (b) led to higher Physical Demand, Effort, and Frustration. Design (c) had lower Physical Demand but higher Mental Demand, Effort, and error rates. Typing speeds averaged 6.51 WPM (1.24% error rate) for (a), 5.56 WPM (3.82% error rate) for (b), 5.33 WPM (1.43% error rate) for (c), and 6.70 WPM (1.64% error rate) for (d).-
dc.description.sponsorshipThe infrastructure for this work is funded by the European Union – NextGenerationEU project MAXVR-INFRA and the Flemish government.-
dc.language.isoen-
dc.publisherASSOC COMPUTING MACHINERY-
dc.rights2024 Copyright held by the owner/author(s).-
dc.subject.otherText input-
dc.subject.otherVirtual Reality-
dc.subject.otherInterface design-
dc.titleExploring Alternative Text Input Modalities in Virtual Reality: A Comparative Study-
dc.typeProceedings Paper-
local.bibliographicCitation.authorsSpencer, SN-
local.bibliographicCitation.conferencedate2024, October 09-11-
local.bibliographicCitation.conferencename30th ACM Symposium on Virtual Reality Software and Technology (VRST)-
local.bibliographicCitation.conferenceplaceTrier, GERMANY-
dc.identifier.epage2-
dc.identifier.spage1-
local.format.pages2-
local.bibliographicCitation.jcatC1-
dc.description.notesJans, M (corresponding author), UHasselt Flanders Make, Expertise Ctr Digital Media, Diepenbeek, Belgium.-
dc.description.notesmathias.jans@uhasselt.be; jeroen.ceyssens@uhasselt.be;-
dc.description.noteskris.luyten@uhasselt.be-
local.publisher.place1601 Broadway, 10th Floor, NEW YORK, NY, UNITED STATES-
local.type.refereedRefereed-
local.type.specifiedProceedings Paper-
dc.identifier.doi10.1145/3641825.3689505-
dc.identifier.isi001336540500049-
local.provider.typewosris-
local.bibliographicCitation.btitle30Th ACM Symposium on Virtual reality Software and Technology, VRST 2024-
local.description.affiliation[Jans, Mathias; Ceyssens, Jeroen; Luyten, Kris] UHasselt Flanders Make, Expertise Ctr Digital Media, Diepenbeek, Belgium.-
local.uhasselt.internationalno-
item.contributorJANS, Mathias-
item.contributorCEYSSENS, Jeroen-
item.contributorLUYTEN, Kris-
item.fullcitationJANS, Mathias; CEYSSENS, Jeroen & LUYTEN, Kris (2024) Exploring Alternative Text Input Modalities in Virtual Reality: A Comparative Study. In: Spencer, SN (Ed.). 30Th ACM Symposium on Virtual reality Software and Technology, VRST 2024, ASSOC COMPUTING MACHINERY, p. 1 -2.-
item.fulltextWith Fulltext-
item.accessRightsOpen Access-
Appears in Collections:Research publications
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