TY - GEN
T1 - HoVR-Type
T2 - 2017 IEEE International Conference on Consumer Electronics, ICCE 2017
AU - Kim, Youngwon R.
AU - Kim, Gerard J.
N1 - Funding Information:
This study was partly supported by the Global Frontier R and D Program grant from the National Research Foundation of Korea (MEST/NRF-2015M3A6A3076490, Human-centered Interaction for Coexistence), and was partly supported by Basic Science Research Program through the National Research Foundation of Korea(NRF) funded by the Ministry of Science, ICT and Future Planning(No. 2011-0030079).
PY - 2017/3/29
Y1 - 2017/3/29
N2 - We propose a text entry method for VR, using the smartphone and its hovering function, called the HoVR-Type. The hovering function effectively acts as the finger tracking sensor thereby allowing the user to type in the virtual space. When added with the additional phase to correct the initial touch input and having the final key entered upon the finger release, the proposed method showed competitive performance to that of the conventional 'aim-and-shoot' method and also exhibited much higher usability. HoVR-Type also showed a significantly faster speed of input for the individual character. However, it remains to improve the interface with regards to reducing the error. Overall, the use of the smartphone leverages on the already established mobile user experience and can be further extended to other VR interaction techniques so that one can use the common smartphone as an all-purpose VR interaction device.
AB - We propose a text entry method for VR, using the smartphone and its hovering function, called the HoVR-Type. The hovering function effectively acts as the finger tracking sensor thereby allowing the user to type in the virtual space. When added with the additional phase to correct the initial touch input and having the final key entered upon the finger release, the proposed method showed competitive performance to that of the conventional 'aim-and-shoot' method and also exhibited much higher usability. HoVR-Type also showed a significantly faster speed of input for the individual character. However, it remains to improve the interface with regards to reducing the error. Overall, the use of the smartphone leverages on the already established mobile user experience and can be further extended to other VR interaction techniques so that one can use the common smartphone as an all-purpose VR interaction device.
UR - http://www.scopus.com/inward/record.url?scp=85018351931&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85018351931&partnerID=8YFLogxK
U2 - 10.1109/ICCE.2017.7889285
DO - 10.1109/ICCE.2017.7889285
M3 - Conference contribution
AN - SCOPUS:85018351931
T3 - 2017 IEEE International Conference on Consumer Electronics, ICCE 2017
SP - 200
EP - 203
BT - 2017 IEEE International Conference on Consumer Electronics, ICCE 2017
A2 - Sanchez, Daniel Diaz
A2 - Lee, Jong-Hyouk
A2 - Pescador, Fernando
PB - Institute of Electrical and Electronics Engineers Inc.
Y2 - 8 January 2017 through 10 January 2017
ER -