Alphanumeric text entry is a challenge for Virtual Reality (VR) applications. VR enables new capabilities, impossible in the real world, such as an unobstructed view of the keyboard, without occlusion by the user's physical hands. Several hand representations have been proposed for typing in VR on standard physical keyboards. However, to date, these hand representations have not been compared regarding their performance and effects on presence for VR text entry. Our work addresses this gap by comparing existing hand representations with minimalistic fingertip visualization. We study the effects of four hand representations (no hand representation, inverse kinematic model, fingertip visualization using spheres and video inlay) on typing in VR using a standard physical keyboard with 24 participants. We found that the fingertip visualization and video inlay both resulted in statistically significant lower text entry error rates compared to no hand or inverse kinematic model representations. We found no statistical differences in text entry speed.
@cite_26 investigated typing on a physical keyboard in Augmented Virtuality @cite_9 . Specifically, they compared a full keyboard view in reality with a no keyboard condition, a partial and full blending condition. For the blending conditions the authors added a camera view of a partial or full scene into the virtual environment as a billboard without depth cues. They found, that providing a view of the keyboard (partial or full blending) has a positive effect on typing performance. Their implementation is restricted to typing with a monoscopic view of the keyboard and hands and the visualization of hand movements is bound by the update rate of the employed camera (typically 30 Hz). We study a complementary setup, in which we focus on virtual representations of the keyboard and hands. @cite_13 investigated the effects of different keyboard representations on user performance and preference for typing in VR but did not study different hand representations in depth.
@cite_9 @cite_26 @cite_13
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Paul Milgram received the B.A.Sc. degree from the University of Toronto in 1970, the M.S.E.E. degree from the Technion (Israel) in 1973 and the Ph.D. degree from the University of Toronto in 1980. From 1980 to 1982 he was a ZWO Visiting Scientist and a NATO Postdoctoral in the Netherlands, researching automobile driving behaviour. From 1982 to 1984 he was a Senior Research Engineer in Human Engineering at the National Aerospace Laboratory (NLR) in Amsterdam, where his work involved the modelling of aircraft flight crew activity, advanced display concepts and control loops with human operators in space teleoperation. Since 1986 he has worked at the Industrial Engineering Department of the University of Toronto, where he is currently an Associate Professor and Coordinator of the Human Factors Engineering group. He is also cross appointed to the Department of Psychology. In 1993-94 he was an invited researcher at the ATR Communication Systems Research Laboratories, in Kyoto, Japan. His research interests include display and control issues in telerobotics and virtual environments, stereoscopic video and computer graphics, cognitive engineering, and human factors issues in medicine. He is also President of Translucent Technologies, a company which produces "Plato" liquid crystal visual occlusion spectacles (of which he is the inventor), for visual and psychomotor research. We identify usability challenges facing consumers adopting Virtual Reality (VR) head-mounted displays (HMDs) in a survey of 108 VR HMD users. Users reported significant issues in interacting with, and being aware of their real-world context when using a HMD. Building upon existing work on blending real and virtual environments, we performed three design studies to address these usability concerns. In a typing study, we show that augmenting VR with a view of reality significantly corrected the performance impairment of typing in VR. We then investigated how much reality should be incorporated and when, so as to preserve users' sense of presence in VR. For interaction with objects and peripherals, we found that selectively presenting reality as users engaged with it was optimal in terms of performance and users' sense of presence. Finally, we investigated how this selective, engagement-dependent approach could be applied in social environments, to support the user's awareness of the proximity and presence of others. Recently, virtual reality (VR) becomes more and more popular and provides users an immersive experience with a head-mounted display (HMD). However, in some applications, users have to interact with physical objects while immersed in VR. With a non-see-through HMD, it is difficult to perceive visual information from the real world. Users must recall the spatial layout of the real surroundings and grope around to find the physical objects. After locating the objects, it is still inconvenient to use them without any visual feedback, which would detract the immersive experience.