{"id":456738,"date":"2018-02-02T10:33:05","date_gmt":"2018-02-02T18:33:05","guid":{"rendered":"https:\/\/www.microsoft.com\/en-us\/research\/?post_type=msr-research-item&p=456738"},"modified":"2018-10-16T22:28:26","modified_gmt":"2018-10-17T05:28:26","slug":"effects-of-hand-representations-for-typing-in-virtual-reality","status":"publish","type":"msr-research-item","link":"https:\/\/www.microsoft.com\/en-us\/research\/publication\/effects-of-hand-representations-for-typing-in-virtual-reality\/","title":{"rendered":"Effects of Hand Representations for Typing in Virtual Reality"},"content":{"rendered":"

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\u2019s 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 e\ufb00ects on presence for VR text entry. Our work addresses this gap by comparing existing hand representations with minimalistic \ufb01ngertip visualization. We study the e\ufb00ects of four hand representations (no hand representation, inverse kinematic model, \ufb01ngertip visualization using spheres and video inlay) on typing in VR using a standard physical keyboard with 24 participants. We found that the \ufb01ngertip visualization and video inlay both resulted in statistically signi\ufb01cant lower text entry error rates compared to no hand or inverse kinematic model representations. We found no statistical di\ufb00erences in text entry speed.<\/p>\n","protected":false},"excerpt":{"rendered":"

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\u2019s physical hands. Several hand representations have been proposed for typing in VR on standard physical keyboards. However, to date, these hand representations […]<\/p>\n","protected":false},"featured_media":456777,"template":"","meta":{"msr-url-field":"","msr-podcast-episode":"","msrModifiedDate":"","msrModifiedDateEnabled":false,"ep_exclude_from_search":false,"footnotes":""},"msr-content-type":[3],"msr-research-highlight":[],"research-area":[13554],"msr-publication-type":[193716],"msr-product-type":[],"msr-focus-area":[],"msr-platform":[],"msr-download-source":[],"msr-locale":[268875],"msr-field-of-study":[],"msr-conference":[],"msr-journal":[],"msr-impact-theme":[],"msr-pillar":[],"class_list":["post-456738","msr-research-item","type-msr-research-item","status-publish","has-post-thumbnail","hentry","msr-research-area-human-computer-interaction","msr-locale-en_us"],"msr_publishername":"IEEE","msr_edition":"IEEE VR 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