1,876 research outputs found

    Exploring the Front Touch Interface for Virtual Reality Headsets

    Full text link
    In this paper, we propose a new interface for virtual reality headset: a touchpad in front of the headset. To demonstrate the feasibility of the front touch interface, we built a prototype device, explored VR UI design space expansion, and performed various user studies. We started with preliminary tests to see how intuitively and accurately people can interact with the front touchpad. Then, we further experimented various user interfaces such as a binary selection, a typical menu layout, and a keyboard. Two-Finger and Drag-n-Tap were also explored to find the appropriate selection technique. As a low-cost, light-weight, and in low power budget technology, a touch sensor can make an ideal interface for mobile headset. Also, front touch area can be large enough to allow wide range of interaction types such as multi-finger interactions. With this novel front touch interface, we paved a way to new virtual reality interaction methods

    TapGazer:Text Entry with finger tapping and gaze-directed word selection

    Get PDF

    Fast and precise touch-based text entry for head-mounted augmented reality with variable occlusion

    Get PDF
    We present the VISAR keyboard: An augmented reality (AR) head-mounted display (HMD) system that supports text entry via a virtualised input surface. Users select keys on the virtual keyboard by imitating the process of single-hand typing on a physical touchscreen display. Our system uses a statistical decoder to infer users’ intended text and to provide error-tolerant predictions. There is also a high-precision fall-back mechanism to support users in indicating which keys should be unmodified by the auto-correction process. A unique advantage of leveraging the well-established touch input paradigm is that our system enables text entry with minimal visual clutter on the see-through display, thus preserving the user’s field-of-view. We iteratively designed and evaluated our system and show that the final iteration of the system supports a mean entry rate of 17.75wpm with a mean character error rate less than 1%. This performance represents a 19.6% improvement relative to the state-of-the-art baseline investigated: A gaze-then-gesture text entry technique derived from the system keyboard on the Microsoft HoloLens. Finally, we validate that the system is effective in supporting text entry in a fully mobile usage scenario likely to be encountered in industrial applications of AR HMDs.Per Ola Kristensson was supported in part by a Google Faculty research award and EPSRC grants EP/N010558/1 and EP/N014278/1. Keith Vertanen was supported in part by a Google Faculty research award. John Dudley was supported by the Trimble Fund

    A Customizable Camera-based Human Computer Interaction System Allowing People With Disabilities Autonomous Hands Free Navigation of Multiple Computing Task

    Full text link
    Many people suffer from conditions that lead to deterioration of motor control and makes access to the computer using traditional input devices difficult. In particular, they may loose control of hand movement to the extent that the standard mouse cannot be used as a pointing device. Most current alternatives use markers or specialized hardware to track and translate a user's movement to pointer movement. These approaches may be perceived as intrusive, for example, wearable devices. Camera-based assistive systems that use visual tracking of features on the user's body often require cumbersome manual adjustment. This paper introduces an enhanced computer vision based strategy where features, for example on a user's face, viewed through an inexpensive USB camera, are tracked and translated to pointer movement. The main contributions of this paper are (1) enhancing a video based interface with a mechanism for mapping feature movement to pointer movement, which allows users to navigate to all areas of the screen even with very limited physical movement, and (2) providing a customizable, hierarchical navigation framework for human computer interaction (HCI). This framework provides effective use of the vision-based interface system for accessing multiple applications in an autonomous setting. Experiments with several users show the effectiveness of the mapping strategy and its usage within the application framework as a practical tool for desktop users with disabilities.National Science Foundation (IIS-0093367, IIS-0329009, 0202067

    FlexType: Flexible Text Input with a Small Set of Input Gestures

    Get PDF
    In many situations, it may be impractical or impossible to enter text by selecting precise locations on a physical or touchscreen keyboard. We present an ambiguous keyboard with four character groups that has potential applications for eyes-free text entry, as well as text entry using a single switch or a brain-computer interface. We develop a procedure for optimizing these character groupings based on a disambiguation algorithm that leverages a long-span language model. We produce both alphabetically-constrained and unconstrained character groups in an offline optimization experiment and compare them in a longitudinal user study. Our results did not show a significant difference between the constrained and unconstrained character groups after four hours of practice. As expected, participants had significantly more errors with the unconstrained groups in the first session, suggesting a higher barrier to learning the technique. We therefore recommend the alphabetically-constrained character groups, where participants were able to achieve an average entry rate of 12.0 words per minute with a 2.03% character error rate using a single hand and with no visual feedback

    Touchless Typing using Head Movement-based Gestures

    Full text link
    Physical contact-based typing interfaces are not suitable for people with upper limb disabilities such as Quadriplegia. This paper, thus, proposes a touch-less typing interface that makes use of an on-screen QWERTY keyboard and a front-facing smartphone camera mounted on a stand. The keys of the keyboard are grouped into nine color-coded clusters. Users pointed to the letters that they wanted to type just by moving their head. The head movements of the users are recorded by the camera. The recorded gestures are then translated into a cluster sequence. The translation module is implemented using CNN-RNN, Conv3D, and a modified GRU based model that uses pre-trained embedding rich in head pose features. The performances of these models were evaluated under four different scenarios on a dataset of 2234 video sequences collected from 22 users. The modified GRU-based model outperforms the standard CNN-RNN and Conv3D models for three of the four scenarios. The results are encouraging and suggest promising directions for future research.Comment: *The two lead authors contributed equally. The dataset and code are available upon request. Please contact the last autho
    • …
    corecore