112,098 research outputs found

    Exploring Gaze for Assisting Freehand Selection-based Text Entry in AR

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    With eye-tracking increasingly available in Augmented Reality, we explore how gaze can be used to assist freehand gestural text entry. Here the eyes are often coordinated with manual input across the spatial positions of the keys. Inspired by this, we investigate gaze-assisted selection-based text entry through the concept of spatial alignment of both modalities. Users can enter text by aligning both gaze and manual pointer at each key, as a novel alternative to existing dwell-time or explicit manual triggers. We present a text entry user study comparing two of such alignment techniques to a gaze-only and a manual-only baseline. The results show that one alignment technique reduces physical finger movement by more than half compared to standard in-air finger typing, and is faster and exhibits less perceived eye fatigue than an eyes-only dwell-time technique. We discuss trade-offs between uni and multimodal text entry techniques, pointing to novel ways to integrate eye movements to facilitate virtual text entry

    Exploring the Front Touch Interface for Virtual Reality Headsets

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    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

    Predictive text entry in immersive environments

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    One of the classic problems with immersive environments is data entry; with a head-mounted display (HMD) the user can no longer see the keyboard. Although for many applications data entry is not a requirement, for some it is essential: communicating in collaborative environments, entering a filename to which work can be saved, or accessing system controls. Combining data gloves and a graphically represented keyboard with a predictive spelling paradigm, we describe an effective text entry technique for immersive environments; we explore the key issues when using such a technique, and report the results of preliminary usability testing

    Seamless and Secure VR: Adapting and Evaluating Established Authentication Systems for Virtual Reality

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    Virtual reality (VR) headsets are enabling a wide range of new opportunities for the user. For example, in the near future users may be able to visit virtual shopping malls and virtually join international conferences. These and many other scenarios pose new questions with regards to privacy and security, in particular authentication of users within the virtual environment. As a first step towards seamless VR authentication, this paper investigates the direct transfer of well-established concepts (PIN, Android unlock patterns) into VR. In a pilot study (N = 5) and a lab study (N = 25), we adapted existing mechanisms and evaluated their usability and security for VR. The results indicate that both PINs and patterns are well suited for authentication in VR. We found that the usability of both methods matched the performance known from the physical world. In addition, the private visual channel makes authentication harder to observe, indicating that authentication in VR using traditional concepts already achieves a good balance in the trade-off between usability and security. The paper contributes to a better understanding of authentication within VR environments, by providing the first investigation of established authentication methods within VR, and presents the base layer for the design of future authentication schemes, which are used in VR environments only

    VRpursuits: Interaction in Virtual Reality Using Smooth Pursuit Eye Movements

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    Gaze-based interaction using smooth pursuit eye movements (Pursuits) is attractive given that it is intuitive and overcomes the Midas touch problem. At the same time, eye tracking is becoming increasingly popular for VR applications. While Pursuits was shown to be effective in several interaction contexts, it was never explored in-depth for VR before. In a user study (N=26), we investigated how parameters that are specific to VR settings influence the performance of Pursuits. For example, we found that Pursuits is robust against different sizes of virtual 3D targets. However performance improves when the trajectory size (e.g., radius) is larger, particularly if the user is walking while interacting. While walking, selecting moving targets via Pursuits is generally feasible albeit less accurate than when stationary. Finally, we discuss the implications of these findings and the potential of smooth pursuits for interaction in VR by demonstrating two sample use cases: 1) gaze-based authentication in VR, and 2) a space meteors shooting game

    A Dose of Reality: Overcoming Usability Challenges in VR Head-Mounted Displays

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    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

    Running an open MOOC on learning in laboratories

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    CONTEXT Teaching in laboratories plays an integral role in education. This includes both proximal as well as remote laboratories. In many instances, learning activities are designed around equipment and traditional laboratory activities. Pedagogical aspects and instructional design are often not considered or are an afterthought. PURPOSE The aim of this project was to help to address this gap by designing, implementing and facilitating an open online course on the pedagogy of using laboratory experiences in the curriculum. APPROACH The MOOC for Enhancing Laboratory Learning Outcomes (MELLO) has been designed to assist educators at all levels, from schools to universities, to improve the quality of laboratory experiences in STEM (Science, Technology, Engineering, and Mathematics) education. Experienced educators seeking to review and revise current practices or beginning educators were all welcome to participate. Based on learning theory and research literature, online course has been developed that covers constructive alignment of practical activities with the wider curriculum, learning objectives, pedagogical approaches to laboratory learning, laboratory modalities and session planning. RESULTS 120 participants from Australia and around the world took part in the course. While the participants did not work on their own laboratory activity throughout the courses (as envisaged when designing the course), participants who actively took part in the course were positive about the value of the course. CONCLUSIONS The MOOC has been capable of supporting a large number of participants including university educators around the world who use laboratory experiences and will continue to do so through future iterations of the course. Moving forward, there is scope to adapt the pedagogical approach of the course to cater for the way the participants have engaged with the material
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