34 research outputs found

    Text Entry in Immersive Head-Mounted Display-Based Virtual Reality Using Standard Keyboards

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    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

    Text Entry Performance and Situation Awareness of a Joint Optical See-Through Head-Mounted Display and Smartphone System

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    Optical see-through head-mounted displays (OST HMDs) are a popular output medium for mobile Augmented Reality (AR) applications. To date, they lack efficient text entry techniques. Smartphones are a major text entry medium in mobile contexts but attentional demands can contribute to accidents while typing on the go. Mobile multi-display ecologies, such as combined OST HMD-smartphone systems, promise performance and situation awareness benefits over single-device use. We study the joint performance of text entry on mobile phones with text output on optical see-through head-mounted displays. A series of five experiments with a total of 86 participants indicate that, as of today, the challenges in such a joint interactive system outweigh the potential benefits.Comment: To appear in IEEE Transactions on Visualization and Computer Graphics On page(s): 1-17 Print ISSN: 1077-2626 Online ISSN: 1077-262

    Calibration of dosemeters used in mammography with different X ray qualities: Euromet Project No. 526

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    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

    Zusammenarbeit und Konkurrenz in der Wiener Theaterlandschaft. Unter besonderer Berücksichtigung der Wiener Festwochen. Eine explorative Studie.

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    This paper investigates the Viennese theatre scene as a part of Austria's Cultural Industries. On the one hand, the aim of this explorative study is to find out which types of cooperation between theatres occur and to analyse the underlying reasons and motives for cooperation. On the other hand the field-actors' perception of competition between theatres in the scene is investigated. The findings show that social networks (social capital) are regarded as very important for success and survival in the theatre scene. Competition comprises four different aspects and occurs as competition for financial supplements, competition for placement on the "market", competition for ideas, including the fear of idea-theft, as well as competition for the Wiener Festwochen. However, the theatre scene seems to be more strongly guided by trust and cooperation than by competition.Series: Schriftenreihe / Forschungsbereich Wirtschaft und Kultu

    Effects of Hand Representations for Typing in Virtual Reality

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    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
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