Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/3613904.3642757acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
research-article

Exploration of Foot-based Text Entry Techniques for Virtual Reality Environments

Published: 11 May 2024 Publication History

Abstract

Foot-based input can serve as a supplementary or alternative approach to text entry in virtual reality (VR). This work explores the feasibility and design of foot-based techniques that are hands-free. We first conducted a preliminary study to assess foot-based text entry in standing and seated positions with tap and swipe input approaches. The findings showed that foot-based text input was feasible, with the possibility for performance and usability improvements. We then developed three foot-based techniques, including two tap-based techniques (FeetSymTap and FeetAsymTap) and one swipe-based technique (FeetGestureTap), and evaluated their performance via another user study. The results show that the two tap-based techniques supported entry rates of 11.12 WPM and 10.80 WPM, while the swipe-based technique led to 9.16 WPM. Our findings provide a solid foundation for the future design and implementation of foot-based text entry in VR and have the potential to be extended to MR and AR.

Supplemental Material

MP4 File - Video Preview
Video Preview
MP4 File - Video Presentation
Video Presentation
Transcript for: Video Presentation

References

[1]
2011. The Open American National Corpus. https://anc.org.
[2]
Jiban Adhikary and Keith Vertanen. 2021. Typing on Midair Virtual Keyboards: Exploring Visual Designs and Interaction Styles. In Human-Computer Interaction – INTERACT 2021, Carmelo Ardito, Rosa Lanzilotti, Alessio Malizia, Helen Petrie, Antonio Piccinno, Giuseppe Desolda, and Kori Inkpen (Eds.). Springer International Publishing, Cham, 132–151.
[3]
Garrett Benoit, G. Michael Poor, and Alvin Jude. 2017. Bimanual Word Gesture Keyboards for Mid-Air Gestures. In Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems (Denver, Colorado, USA) (CHI EA ’17). Association for Computing Machinery, New York, NY, USA, 1500–1507. https://doi.org/10.1145/3027063.3053137
[4]
Xiaojun Bi, Ciprian Chelba, Tom Ouyang, Kurt Partridge, and Shumin Zhai. 2012. Bimanual Gesture Keyboard. In Proceedings of the 25th Annual ACM Symposium on User Interface Software and Technology (Cambridge, Massachusetts, USA) (UIST ’12). Association for Computing Machinery, New York, NY, USA, 137–146. https://doi.org/10.1145/2380116.2380136
[5]
Costas Boletsis and Stian Kongsvik. 2019. Controller-based Text-input Techniques for Virtual Reality: An Empirical Comparison. International Journal of Virtual Reality 19, 3 (Oct. 2019), 2–15. https://doi.org/10.20870/IJVR.2019.19.3.2917
[6]
Sibo Chen, Junce Wang, Santiago Guerra, Neha Mittal, and Soravis Prakkamakul. 2019. Exploring Word-Gesture Text Entry Techniques in Virtual Reality. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems (Glasgow, Scotland Uk) (CHI EA ’19). Association for Computing Machinery, New York, NY, USA, 1–6. https://doi.org/10.1145/3290607.3312762
[7]
Justin Cuaresma and I Scott MacKenzie. 2013. A study of variations of Qwerty soft keyboards for mobile phones. In Proceedings of the International Conference on Multimedia and Human-Computer Interaction-MHCI. International ASET, Ottawa, Canada, 126.1–126.8.
[8]
Wenzhe Cui, Jingjie Zheng, Blaine Lewis, Daniel Vogel, and Xiaojun Bi. 2019. HotStrokes: Word-Gesture Shortcuts on a Trackpad. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (Glasgow, Scotland Uk) (CHI ’19). Association for Computing Machinery, New York, NY, USA, 1–13. https://doi.org/10.1145/3290605.3300395
[9]
Wenzhe Cui, Suwen Zhu, Zhi Li, Zheer Xu, Xing-Dong Yang, IV Ramakrishnan, and Xiaojun Bi. 2021. BackSwipe: Back-of-Device Word-Gesture Interaction on Smartphones. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (Yokohama, Japan) (CHI ’21). Association for Computing Machinery, New York, NY, USA, Article 196, 12 pages. https://doi.org/10.1145/3411764.3445081
[10]
Krzysztof Dobosz and Mirosław Trzcionkowski. 2020. Text Input with Foot Gestures Using the Myo Armband. In Computers Helping People with Special Needs, Klaus Miesenberger, Roberto Manduchi, Mario Covarrubias Rodriguez, and Petr Peňáz (Eds.). Springer International Publishing, Cham, 335–342.
[11]
Tafadzwa Joseph Dube, Kevin Johnson, and Ahmed Sabbir Arif. 2022. Shapeshifter: Gesture Typing in Virtual Reality with a Force-Based Digital Thimble. In Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems (New Orleans, LA, USA) (CHI EA ’22). Association for Computing Machinery, New York, NY, USA, Article 230, 9 pages. https://doi.org/10.1145/3491101.3519679
[12]
John Dudley, Hrvoje Benko, Daniel Wigdor, and Per Ola Kristensson. 2019. Performance Envelopes of Virtual Keyboard Text Input Strategies in Virtual Reality. In 2019 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). Beijing, China, 289–300. https://doi.org/10.1109/ISMAR.2019.00027
[13]
Maren Helene Eitrheim and Alexandra Fernandes. 2016. The NASA Task Load Index for rating workload acceptability. In Human Factors and User Needs in Transport, Control, and the Workplace-HFES-Europe Annual Meeting. Prague. https://doi.org/10.13140/RG.2.2.22989.64484
[14]
Yasmin Felberbaum and Joel Lanir. 2018. Better Understanding of Foot Gestures: An Elicitation Study. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (Montreal QC, Canada) (CHI ’18). Association for Computing Machinery, New York, NY, USA, 1–12. https://doi.org/10.1145/3173574.3173908
[15]
Joshua Goodman, Gina Venolia, Keith Steury, and Chauncey Parker. 2002. Language Modeling for Soft Keyboards. In Proceedings of the 7th International Conference on Intelligent User Interfaces (San Francisco, California, USA) (IUI ’02). Association for Computing Machinery, New York, NY, USA, 194–195. https://doi.org/10.1145/502716.502753
[16]
Jens Grubert, Lukas Witzani, Eyal Ofek, Michel Pahud, Matthias Kranz, and Per Ola Kristensson. 2018. Text Entry in Immersive Head-Mounted Display-Based Virtual Reality Using Standard Keyboards. In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). Tuebingen/Reutlingen, Germany, 159–166. https://doi.org/10.1109/VR.2018.8446059
[17]
Yves Guiard. 1987. Asymmetric division of labor in human skilled bimanual action: the kinematic chain as a model.Journal of motor behavior 19:4 (1987), 486–517. https://doi.org/10.1080/00222895.1987.10735426
[18]
Aakar Gupta, Cheng Ji, Hui-Shyong Yeo, Aaron Quigley, and Daniel Vogel. 2019. RotoSwype: Word-Gesture Typing Using a Ring. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (Glasgow, Scotland Uk) (CHI ’19). Association for Computing Machinery, New York, NY, USA, 1–12. https://doi.org/10.1145/3290605.3300244
[19]
John Paulin Hansen, Vijay Rajanna, I. Scott MacKenzie, and Per Bækgaard. 2018. A Fitts’ Law Study of Click and Dwell Interaction by Gaze, Head and Mouse with a Head-Mounted Display. In Proceedings of the Workshop on Communication by Gaze Interaction (Warsaw, Poland) (COGAIN ’18). Association for Computing Machinery, New York, NY, USA, Article 7, 5 pages. https://doi.org/10.1145/3206343.3206344
[20]
Sandra G. Hart. 2006. Nasa-Task Load Index (NASA-TLX); 20 Years Later. Proceedings of the Human Factors and Ergonomics Society Annual Meeting 50, 9 (2006), 904–908. https://doi.org/10.1177/154193120605000909
[21]
Jay Henderson, Jessy Ceha, and Edward Lank. 2020. STAT: Subtle Typing Around the Thigh for Head-Mounted Displays. Association for Computing Machinery, New York, NY, USA. https://doi.org/10.1145/3379503.3403549
[22]
Juan David Hincapié-Ramos, Xiang Guo, Paymahn Moghadasian, and Pourang Irani. 2014. Consumed Endurance: A Metric to Quantify Arm Fatigue of Mid-Air Interactions. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Toronto, Ontario, Canada) (CHI ’14). Association for Computing Machinery, New York, NY, USA, 1063–1072. https://doi.org/10.1145/2556288.2557130
[23]
Florian Kern, Florian Niebling, and Marc Erich Latoschik. 2023. Text Input for Non-Stationary XR Workspaces: Investigating Tap and Word-Gesture Keyboards in Virtual and Augmented Reality. IEEE Transactions on Visualization and Computer Graphics 29, 5 (2023), 2658–2669. https://doi.org/10.1109/TVCG.2023.3247098
[24]
Konstantin Klamka, Andreas Siegel, Stefan Vogt, Fabian Göbel, Sophie Stellmach, and Raimund Dachselt. 2015. Look & Pedal: Hands-Free Navigation in Zoomable Information Spaces through Gaze-Supported Foot Input. In Proceedings of the 2015 ACM on International Conference on Multimodal Interaction (Seattle, Washington, USA) (ICMI ’15). Association for Computing Machinery, New York, NY, USA, 123–130. https://doi.org/10.1145/2818346.2820751
[25]
Beverly G. Knapp and Mary Jane Hall. 1990. Human Performance Concerns for the TRACKWOLF System. https://api.semanticscholar.org/CorpusID:107379503
[26]
Pascal Knierim, Thomas Kosch, Johannes Groschopp, and Albrecht Schmidt. 2020. Opportunities and Challenges of Text Input in Portable Virtual Reality. In Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems(CHI EA ’20). Association for Computing Machinery, New York, NY, USA, 1–8. https://doi.org/10.1145/3334480.3382920
[27]
Per-Ola Kristensson and Shumin Zhai. 2004. SHARK2: A Large Vocabulary Shorthand Writing System for Pen-Based Computers. In Proceedings of the 17th Annual ACM Symposium on User Interface Software and Technology (Santa Fe, NM, USA) (UIST ’04). Association for Computing Machinery, New York, NY, USA, 43–52. https://doi.org/10.1145/1029632.1029640
[28]
Chandan Kumar, Ramin Hedeshy, I. Scott MacKenzie, and Steffen Staab. 2020. TAGSwipe: Touch Assisted Gaze Swipe for Text Entry. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (Honolulu, HI, USA) (CHI ’20). Association for Computing Machinery, New York, NY, USA, 1–12. https://doi.org/10.1145/3313831.3376317
[29]
Jiaye Leng, Lili Wang, Xiaolong Liu, Xuehuai Shi, and Miao Wang. 2022. Efficient Flower Text Entry in Virtual Reality. IEEE Transactions on Visualization and Computer Graphics 28, 11 (2022), 3662–3672. https://doi.org/10.1109/TVCG.2022.3203101
[30]
James R. Lewis. 1991. Psychometric Evaluation of an After-Scenario Questionnaire for Computer Usability Studies: The ASQ. SIGCHI Bull. 23, 1 (jan 1991), 78–81. https://doi.org/10.1145/122672.122692
[31]
James R. Lewis. 1992. Psychometric Evaluation of the Post-Study System Usability Questionnaire: The PSSUQ. Proceedings of the Human Factors Society Annual Meeting 36, 16 (1992), 1259–1260. https://doi.org/10.1177/154193129203601617
[32]
Jingyi Li, Agnes Reda, and Andreas Butz. 2021. Queasy Rider: How Head Movements Influence Motion Sickness in Passenger Use of Head-Mounted Displays. In 13th International Conference on Automotive User Interfaces and Interactive Vehicular Applications (Leeds, United Kingdom) (AutomotiveUI ’21). Association for Computing Machinery, New York, NY, USA, 28–38. https://doi.org/10.1145/3409118.3475137
[33]
Xueshi Lu, Difeng Yu, Hai-Ning Liang, and Jorge Goncalves. 2021. IText: Hands-Free Text Entry on an Imaginary Keyboard for Augmented Reality Systems. In The 34th Annual ACM Symposium on User Interface Software and Technology (Virtual Event, USA) (UIST ’21). Association for Computing Machinery, New York, NY, USA, 815–825. https://doi.org/10.1145/3472749.3474788
[34]
Xueshi Lu, Difeng Yu, Hai-Ning Liang, Wenge Xu, Yuzheng Chen, Xiang Li, and Khalad Hasan. 2020. Exploration of Hands-free Text Entry Techniques For Virtual Reality. In 2020 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). Porto de Galinhas, Brazil, 344–349. https://doi.org/10.1109/ISMAR50242.2020.00061
[35]
I. Scott MacKenzie and R. William Soukoreff. 2003. Phrase Sets for Evaluating Text Entry Techniques. In CHI ’03 Extended Abstracts on Human Factors in Computing Systems (Ft. Lauderdale, Florida, USA) (CHI EA ’03). Association for Computing Machinery, New York, NY, USA, 754–755. https://doi.org/10.1145/765891.765971
[36]
Anders Markussen, Mikkel Rønne Jakobsen, and Kasper Hornbæk. 2014. Vulture: A Mid-Air Word-Gesture Keyboard. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Toronto, Ontario, Canada) (CHI ’14). Association for Computing Machinery, New York, NY, USA, 1073–1082. https://doi.org/10.1145/2556288.2556964
[37]
Omar Merhi, Elise Faugloire, Moira Flanagan, and Thomas A. Stoffregen. 2007. Motion Sickness, Console Video Games, and Head-Mounted Displays. Human Factors 49, 5 (2007), 920–934. https://doi.org/10.1518/001872007X230262
[38]
Diego Monteiro, Hai-Ning Liang, Xiaohang Tang, and Pourang Irani. 2021. Using Trajectory Compression Rate to Predict Changes in Cybersickness in Virtual Reality Games. In 2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). 138–146. https://doi.org/10.1109/ISMAR52148.2021.00028
[39]
Florian Müller, Joshua McManus, Sebastian Günther, Martin Schmitz, Max Mühlhäuser, and Markus Funk. 2019. Mind the Tap: Assessing Foot-Taps for Interacting with Head-Mounted Displays. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (Glasgow, Scotland Uk) (CHI ’19). Association for Computing Machinery, New York, NY, USA, 1–13. https://doi.org/10.1145/3290605.3300707
[40]
Taihei Ogitani, Yoshitaka Arahori, Yusuke Shinyama, and Katsuhiko Gondow. 2018. Space Saving Text Input Method for Head Mounted Display with Virtual 12-key Keyboard. In 2018 IEEE 32nd International Conference on Advanced Information Networking and Applications (AINA). 342–349. https://doi.org/10.1109/AINA.2018.00059
[41]
Toni Pakkanen and Roope Raisamo. 2004. Appropriateness of Foot Interaction for Non-Accurate Spatial Tasks. In CHI ’04 Extended Abstracts on Human Factors in Computing Systems (Vienna, Austria) (CHI EA ’04). Association for Computing Machinery, New York, NY, USA, 1123–1126. https://doi.org/10.1145/985921.986004
[42]
Diogo Pedrosa and Maria da Graça C. Pimentel. 2014. Text Entry Using a Foot for Severely Motor-Impaired Individuals. In Proceedings of the 29th Annual ACM Symposium on Applied Computing (Gyeongju, Republic of Korea) (SAC ’14). Association for Computing Machinery, New York, NY, USA, 957–963. https://doi.org/10.1145/2554850.2554948
[43]
Duc-Minh Pham and Wolfgang Stuerzlinger. 2019. HawKEY: Efficient and Versatile Text Entry for Virtual Reality. In Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology (Parramatta, NSW, Australia) (VRST ’19). Association for Computing Machinery, New York, NY, USA, Article 21, 11 pages. https://doi.org/10.1145/3359996.3364265
[44]
Yuan Yuan Qian and Robert J. Teather. 2017. The Eyes Don’t Have It: An Empirical Comparison of Head-Based and Eye-Based Selection in Virtual Reality. In Proceedings of the 5th Symposium on Spatial User Interaction (Brighton, United Kingdom) (SUI ’17). Association for Computing Machinery, New York, NY, USA, 91–98. https://doi.org/10.1145/3131277.3132182
[45]
Kari-Jouko Räihä and Saila Ovaska. 2012. An Exploratory Study of Eye Typing Fundamentals: Dwell Time, Text Entry Rate, Errors, and Workload. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Austin, Texas, USA) (CHI ’12). Association for Computing Machinery, New York, NY, USA, 3001–3010. https://doi.org/10.1145/2207676.2208711
[46]
Vijay Rajanna and Tracy Hammond. 2016. GAWSCHI: Gaze-Augmented, Wearable-Supplemented Computer-Human Interaction. In Proceedings of the Ninth Biennial ACM Symposium on Eye Tracking Research & Applications (Charleston, South Carolina) (ETRA ’16). Association for Computing Machinery, New York, NY, USA, 233–236. https://doi.org/10.1145/2857491.2857499
[47]
Vijay Rajanna, Murat Russel, Jeffrey Zhao, and Tracy Hammond. 2022. PressTapFlick: Exploring a gaze and foot-based multimodal approach to gaze typing. International Journal of Human-Computer Studies 161 (2022), 102787. https://doi.org/10.1016/j.ijhcs.2022.102787
[48]
Emily Rickel, Kelly Harris, Erika Mandile, Anthony Pagliari, Jessyca L. Derby, and Barbara S. Chaparro. 2022. Typing in Mid Air: Assessing One- and Two-Handed Text Input Methods of the Microsoft HoloLens 2. In Virtual, Augmented and Mixed Reality: Design and Development: 14th International Conference, VAMR 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26 – July 1, 2022, Proceedings, Part I. Springer-Verlag, Berlin, Heidelberg, 357–368. https://doi.org/10.1007/978-3-031-05939-1_24
[49]
Asbjørn Roaas and Gunnar B. J. Andersson. 1982. Normal Range of Motion of the Hip, Knee and Ankle Joints in Male Subjects, 30–40 Years of Age. Acta Orthopaedica Scandinavica 53, 2 (1982), 205–208. https://doi.org/10.3109/17453678208992202
[50]
M.E. Roebroeck, C.A.M. Doorenbosch, J. Harlaar, R. Jacobs, and G.J. Lankhorst. 1994. Biomechanics and muscular activity during sit-to-stand transfer. Clinical Biomechanics 9, 4 (1994), 235–244. https://doi.org/10.1016/0268-0033(94)90004-3
[51]
William Saunders and Daniel Vogel. 2015. The performance of indirect foot pointing using discrete taps and kicks while standing. In Proceedings of the 41st Graphics Interface Conference (Halifax, Nova Scotia, Canada) (GI ’15). Canadian Information Processing Society, CAN, 265–272.
[52]
William Saunders and Daniel Vogel. 2016. Tap-Kick-Click: Foot Interaction for a Standing Desk. In Proceedings of the 2016 ACM Conference on Designing Interactive Systems (Brisbane, QLD, Australia) (DIS ’16). Association for Computing Machinery, New York, NY, USA, 323–333. https://doi.org/10.1145/2901790.2901815
[53]
Yuan-Fu Shao, Masatoshi Chang-Ogimoto, Reinhard Pointner, Yu-Chih Lin, Chen-Ting Wu, and Mike Chen. 2016. SwipeKey: A Swipe-Based Keyboard Design for Smartwatches. In Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services (Florence, Italy) (MobileHCI ’16). Association for Computing Machinery, New York, NY, USA, 60–71. https://doi.org/10.1145/2935334.2935336
[54]
Rongkai Shi, Hai-Ning Liang, Yu Wu, Difeng Yu, and Wenge Xu. 2021. Virtual Reality Sickness Mitigation Methods: A Comparative Study in a Racing Game. Proc. ACM Comput. Graph. Interact. Tech. 4, 1, Article 8 (apr 2021), 16 pages. https://doi.org/10.1145/3451255
[55]
Adalberto L. Simeone, Eduardo Velloso, Jason Alexander, and Hans Gellersen. 2014. Feet movement in desktop 3D interaction. In 2014 IEEE Symposium on 3D User Interfaces (3DUI). 71–74. https://doi.org/10.1109/3DUI.2014.6798845
[56]
Antonella Maselli Sofia Seinfeld, Tiare Feuchtner and Jörg Müller. 2021. User Representations in Human-Computer Interaction. Human–Computer Interaction 36, 5-6 (2021), 400–438. https://doi.org/10.1080/07370024.2020.1724790
[57]
R. William Soukoreff and I. Scott MacKenzie. 2003. Metrics for Text Entry Research: An Evaluation of MSD and KSPC, and a New Unified Error Metric. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Ft. Lauderdale, Florida, USA) (CHI ’03). Association for Computing Machinery, New York, NY, USA, 113–120. https://doi.org/10.1145/642611.642632
[58]
Marco Speicher, Anna Maria Feit, Pascal Ziegler, and Antonio Krüger. 2018. Selection-Based Text Entry in Virtual Reality. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (Montreal QC, Canada) (CHI ’18). Association for Computing Machinery, New York, NY, USA, 1–13. https://doi.org/10.1145/3173574.3174221
[59]
Yanbo Tao, Tin Lun Lam, Huihuan Qian, and Yangsheng Xu. 2012. A real-time intelligent shoe-keyboard for computer input. In 2012 IEEE International Conference on Robotics and Biomimetics (ROBIO). 1488–1493. https://doi.org/10.1109/ROBIO.2012.6491179
[60]
Eduardo Velloso, Jason Alexander, Andreas Bulling, and Hans Gellersen. 2022. Interactions Under the Desk: A Characterisation of Foot Movements for Input in a Seated Position. In Human-Computer Interaction – INTERACT 2015. Springer-Verlag, Berlin, Heidelberg, 384–401. https://doi.org/10.1007/978-3-319-22701-6_29
[61]
Eduardo Velloso, Dominik Schmidt, Jason Alexander, Hans Gellersen, and Andreas Bulling. 2015. The Feet in Human–Computer Interaction: A Survey of Foot-Based Interaction. ACM Comput. Surv. 48, 2, Article 21 (sep 2015), 35 pages. https://doi.org/10.1145/2816455
[62]
Maurizio Vergari, Tanja Kojić, Francesco Vona, Franca Garzotto, Sebastian Möller, and Jan-Niklas Voigt-Antons. 2021. Influence of Interactivity and Social Environments on User Experience and Social Acceptability in Virtual Reality. In 2021 IEEE Virtual Reality and 3D User Interfaces (VR). 695–704. https://doi.org/10.1109/VR50410.2021.00096
[63]
Alexander D Walker, Eric R Muth, Fred S Switzer, and Adam Hoover. 2010. Head movements and simulator sickness generated by a virtual environment. Aviation, space, and environmental medicine 81, 10 (2010), 929–934. https://doi.org/10.3357/ASEM.2735.2010
[64]
Tingjie Wan, Rongkai Shi, Wenge Xu, Yue Li, Katie Atkinson, Lingyun Yu, and Hai-Ning Liang. 2024. Hands-free multi-type character text entry in virtual reality. Virtual Reality 28, 1 (2024), 8. https://doi.org/10.1007/s10055-023-00902-z
[65]
Tingjie Wan, Yushi Wei, Rongkai Shi, Junxiao Shen, Per Ola Kristensson, Katie Atkinson, and Hai-Ning Liang. 2024. Design and Evaluation of Controller-based Raycasting Methods for Efficient Alphanumeric and Special Character Entry in Virtual Reality. IEEE Transactions on Visualization and Computer Graphics (2024), 1–11. https://doi.org/10.1109/TVCG.2024.3349428
[66]
Cheng-Yao Wang, Wei-Chen Chu, Po-Tsung Chiu, Min-Chieh Hsiu, Yih-Harn Chiang, and Mike Y. Chen. 2015. PalmType: Using Palms as Keyboards for Smart Glasses. In Proceedings of the 17th International Conference on Human-Computer Interaction with Mobile Devices and Services (Copenhagen, Denmark) (MobileHCI ’15). Association for Computing Machinery, New York, NY, USA, 153–160. https://doi.org/10.1145/2785830.2785886
[67]
Jialin Wang, Hai-Ning Liang, Diego Monteiro, Wenge Xu, and Jimin Xiao. 2023. Real-Time Prediction of Simulator Sickness in Virtual Reality Games. IEEE Transactions on Games 15, 2 (2023), 252–261. https://doi.org/10.1109/TG.2022.3178539
[68]
Yahui Wang, Yueyang Wang, Jingzhou Chen, Yincheng Wang, Jie Yang, Ting Jiang, and Jibo He. 2021. Investigating the Performance of Gesture-Based Input for Mid-Air Text Entry in a Virtual Environment: A Comparison of Hand-Up versus Hand-Down Postures. Sensors 21, 5 (2021). https://doi.org/10.3390/s21051582
[69]
Jacob O. Wobbrock, Leah Findlater, Darren Gergle, and James J. Higgins. 2011. The Aligned Rank Transform for Nonparametric Factorial Analyses Using Only Anova Procedures. Association for Computing Machinery, New York, NY, USA, 143–146. https://doi.org/10.1145/1978942.1978963
[70]
Wenge Xu, Hai-Ning Liang, Anqi He, and Zifan Wang. 2019. Pointing and Selection Methods for Text Entry in Augmented Reality Head Mounted Displays. In 2019 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). 279–288. https://doi.org/10.1109/ISMAR.2019.00026
[71]
Wenge Xu, Hai-Ning Liang, Yuxuan Zhao, Difeng Yu, and Diego Monteiro. 2019. DMove: Directional Motion-Based Interaction for Augmented Reality Head-Mounted Displays. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (Glasgow, Scotland Uk) (CHI ’19). Association for Computing Machinery, New York, NY, USA, 1–14. https://doi.org/10.1145/3290605.3300674
[72]
Wenge Xu, Hai-Ning Liang, Yuxuan Zhao, Tianyu Zhang, Difeng Yu, and Diego Monteiro. 2019. RingText: Dwell-free and hands-free Text Entry for Mobile Head-Mounted Displays using Head Motions. IEEE Transactions on Visualization and Computer Graphics 25, 5 (2019), 1991–2001. https://doi.org/10.1109/TVCG.2019.2898736
[73]
Hisao Yamada. 1980. A historical study of typewriters and typing methods, from the position of planning Japanese parallels. Vol. 2. Journal of Information Processing. 175 – 202 pages.
[74]
Naoki Yanagihara, Buntarou Shizuki, and Shin Takahashi. 2019. Text Entry Method for Immersive Virtual Environments Using Curved Keyboard. In Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology (Parramatta, NSW, Australia) (VRST ’19). Association for Computing Machinery, New York, NY, USA, Article 116, 2 pages. https://doi.org/10.1145/3359996.3365026
[75]
Chun Yu, Yizheng Gu, Zhican Yang, Xin Yi, Hengliang Luo, and Yuanchun Shi. 2017. Tap, Dwell or Gesture? Exploring Head-Based Text Entry Techniques for HMDs. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (Denver, Colorado, USA) (CHI ’17). Association for Computing Machinery, New York, NY, USA, 4479–4488. https://doi.org/10.1145/3025453.3025964
[76]
Difeng Yu, Kaixuan Fan, Heng Zhang, Diego Monteiro, Wenge Xu, and Hai-Ning Liang. 2018. PizzaText: Text Entry for Virtual Reality Systems Using Dual Thumbsticks. IEEE Transactions on Visualization and Computer Graphics 24, 11 (2018), 2927–2935. https://doi.org/10.1109/TVCG.2018.2868581
[77]
Lian Yue, Lu Zongxing, Dong Hui, Jia Chao, Liu Ziqiang, and Liu Zhoujie. 2023. How to Achieve Human-Machine Interaction by Foot Gesture Recognition: A Review. IEEE Sensors Journal (2023), 1–1. https://doi.org/10.1109/JSEN.2023.3285214
[78]
Shumin Zhai and Per-Ola Kristensson. 2003. Shorthand Writing on Stylus Keyboard. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Ft. Lauderdale, Florida, USA) (CHI ’03). Association for Computing Machinery, New York, NY, USA, 97–104. https://doi.org/10.1145/642611.642630

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
CHI '24: Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems
May 2024
18961 pages
ISBN:9798400703300
DOI:10.1145/3613904
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 11 May 2024

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. foot-based interaction
  2. hands-free interaction
  3. text entry
  4. virtual reality

Qualifiers

  • Research-article
  • Research
  • Refereed limited

Funding Sources

Conference

CHI '24

Acceptance Rates

Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • 0
    Total Citations
  • 590
    Total Downloads
  • Downloads (Last 12 months)590
  • Downloads (Last 6 weeks)110
Reflects downloads up to 03 Oct 2024

Other Metrics

Citations

View Options

Get Access

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Full Text

View this article in Full Text.

Full Text

HTML Format

View this article in HTML Format.

HTML Format

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media