9 research outputs found
Text Entry in Immersive Head-Mounted Display-Based Virtual Reality Using Standard Keyboards
We study the performance and user experience of two popular mainstream text
entry devices, desktop keyboards and touchscreen keyboards, for use in Virtual
Reality (VR) applications. We discuss the limitations arising from limited
visual feedback, and examine the efficiency of different strategies of use. We
analyze a total of 24 hours of typing data in VR from 24 participants and find
that novice users are able to retain about 60% of their typing speed on a
desktop keyboard and about 40-45\% of their typing speed on a touchscreen
keyboard. We also find no significant learning effects, indicating that users
can transfer their typing skills fast into VR. Besides investigating baseline
performances, we study the position in which keyboards and hands are rendered
in space. We find that this does not adversely affect performance for desktop
keyboard typing and results in a performance trade-off for touchscreen keyboard
typing
Calibration of dosemeters used in mammography with different X ray qualities: Euromet Project No. 526
The effect of different X ray radiation qualities on the calibration of mammographic dosemeters was investigated within the framework of a EUROMET (European Collaboration in Measurement Standards) project. The calibration coefficients for two ionization chambers and two semiconductor detectors were established in 13 dosimetry calibration laboratories for radiation qualities used in mammography. They were compared with coefficients for other radiation qualities, including those defined in ISO 4037-1, with first half value layers in the mammographic range. The results indicate that the choice of the radiation quality is not crucial for instruments with a small energy dependence of the response. However, the radiation quality has to be chosen carefully if instruments with a marked dependence of their response to the radiation energy are calibrate
Effects of Hand Representations for Typing in Virtual Reality
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