A Japanese input method using leap motion in virtual reality

Research output: Chapter in Book/Report/Conference proceedingConference contribution

2 Citations (Scopus)

Abstract

Various character input devices and methods have been proposed with the spread of VR. However, most of the techniques for character input suffer practical issues such as a slow input speed or many input errors. Although there are methods that can withstand practical use, they require dedicated controllers, and the use cases are limited. In this study, we restrict input characters to Japanese syllabary. This is because the Japanese syllabary is characterized by consisting of ten consonants and five kinds of vowels. High speed blind typing can be realized by utilizing this feature. As the results of experiments, we realized an input speed of 43.15 CPM (Character per Minute) on average for short word input.

Original languageEnglish
Title of host publication2017 10th International Conference on Mobile Computing and Ubiquitous Network, ICMU 2017
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages1-2
Number of pages2
Volume2018-January
ISBN (Electronic)9784907626310
DOIs
Publication statusPublished - 2018 Apr 2
Event10th International Conference on Mobile Computing and Ubiquitous Network, ICMU 2017 - Toyama, Japan
Duration: 2017 Oct 32017 Oct 5

Other

Other10th International Conference on Mobile Computing and Ubiquitous Network, ICMU 2017
CountryJapan
CityToyama
Period17/10/317/10/5

Fingerprint

Virtual reality
Controllers
Experiments

Keywords

  • Japanese Input method
  • Mobile VR

ASJC Scopus subject areas

  • Computer Networks and Communications
  • Computer Science Applications
  • Safety, Risk, Reliability and Quality

Cite this

Komiya, K., & Nakajima, T. (2018). A Japanese input method using leap motion in virtual reality. In 2017 10th International Conference on Mobile Computing and Ubiquitous Network, ICMU 2017 (Vol. 2018-January, pp. 1-2). Institute of Electrical and Electronics Engineers Inc.. https://doi.org/10.23919/ICMU.2017.8330085

A Japanese input method using leap motion in virtual reality. / Komiya, Kosuke; Nakajima, Tatsuo.

2017 10th International Conference on Mobile Computing and Ubiquitous Network, ICMU 2017. Vol. 2018-January Institute of Electrical and Electronics Engineers Inc., 2018. p. 1-2.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Komiya, K & Nakajima, T 2018, A Japanese input method using leap motion in virtual reality. in 2017 10th International Conference on Mobile Computing and Ubiquitous Network, ICMU 2017. vol. 2018-January, Institute of Electrical and Electronics Engineers Inc., pp. 1-2, 10th International Conference on Mobile Computing and Ubiquitous Network, ICMU 2017, Toyama, Japan, 17/10/3. https://doi.org/10.23919/ICMU.2017.8330085
Komiya K, Nakajima T. A Japanese input method using leap motion in virtual reality. In 2017 10th International Conference on Mobile Computing and Ubiquitous Network, ICMU 2017. Vol. 2018-January. Institute of Electrical and Electronics Engineers Inc. 2018. p. 1-2 https://doi.org/10.23919/ICMU.2017.8330085
Komiya, Kosuke ; Nakajima, Tatsuo. / A Japanese input method using leap motion in virtual reality. 2017 10th International Conference on Mobile Computing and Ubiquitous Network, ICMU 2017. Vol. 2018-January Institute of Electrical and Electronics Engineers Inc., 2018. pp. 1-2
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