ReconViguRation : Reconfiguring Physical Keyboards in Virtual Reality

Physical keyboards are common peripherals for personal computers and are efficient standard text entry devices. Recent research has investigated how physical keyboards can be used in immersive head-mounted display-based Virtual Reality (VR). So far, the physical layout of keyboards has typically bee...

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Veröffentlicht in:IEEE transactions on visualization and computer graphics. - 1996. - 25(2019), 11 vom: 12. Nov., Seite 3190-3201
1. Verfasser: Schneider, Daniel (VerfasserIn)
Weitere Verfasser: Otte, Alexander, Gesslein, Travis, Gagel, Philipp, Kuth, Bastian, Damlakhi, Mohamad Shahm, Dietz, Oliver, Ofek, Eyal, Pahud, Michel, Kristensson, Per Ola, Muller, Jorg, Grubert, Jens
Format: Online-Aufsatz
Sprache:English
Veröffentlicht: 2019
Zugriff auf das übergeordnete Werk:IEEE transactions on visualization and computer graphics
Schlagworte:Journal Article
Beschreibung
Zusammenfassung:Physical keyboards are common peripherals for personal computers and are efficient standard text entry devices. Recent research has investigated how physical keyboards can be used in immersive head-mounted display-based Virtual Reality (VR). So far, the physical layout of keyboards has typically been transplanted into VR for replicating typing experiences in a standard desktop environment. In this paper, we explore how to fully leverage the immersiveness of VR to change the input and output characteristics of physical keyboard interaction within a VR environment. This allows individual physical keys to be reconfigured to the same or different actions and visual output to be distributed in various ways across the VR representation of the keyboard. We explore a set of input and output mappings for reconfiguring the virtual presentation of physical keyboards and probe the resulting design space by specifically designing, implementing and evaluating nine VR-relevant applications: emojis, languages and special characters, application shortcuts, virtual text processing macros, a window manager, a photo browser, a whack-a-mole game, secure password entry and a virtual touch bar. We investigate the feasibility of the applications in a user study with 20 participants and find that, among other things, they are usable in VR. We discuss the limitations and possibilities of remapping the input and output characteristics of physical keyboards in VR based on empirical findings and analysis and suggest future research directions in this area
Beschreibung:Date Revised 04.03.2020
published: Print-Electronic
Citation Status PubMed-not-MEDLINE
ISSN:1941-0506
DOI:10.1109/TVCG.2019.2932239