TY - GEN
T1 - A new Japanese input method for virtual reality applications
AU - Komiya, Kosuke
AU - Nakajima, Tatsuo
N1 - Publisher Copyright:
© Springer International Publishing AG, part of Springer Nature 2018.
PY - 2018
Y1 - 2018
N2 - In recent years, virtual reality is becoming popular with the advent of PlayStation VR and mobile VR. However, due to the restrictions of the hardware, it is difficult to reproduce the same thing in the virtual space, as it is in the reality. One of the typical examples is the character input. It is extremely difficult to reproduce convenience and speed equivalent to traditional used input methods such as personal computer keyboard input or smartphone flick input, in the virtual space. Therefore, in this study, we aim to propose a new character input method, focusing on typing Japanese characters, which has an input speed at a certain level, is touch-typable, and requires no controller in a user’s hands. The proposed approach uses Leap Motion as an input device. By tracking the movements of the finger of a user, the user selects a pair of a consonant and a vowel with two bending and stretching movements, which makes a Japanese letter. From a preliminary experiment, our method achieved the input speed of 42.1 Characters per Minute. In addition, this paper discusses the duration of the practice needed to use this method.
AB - In recent years, virtual reality is becoming popular with the advent of PlayStation VR and mobile VR. However, due to the restrictions of the hardware, it is difficult to reproduce the same thing in the virtual space, as it is in the reality. One of the typical examples is the character input. It is extremely difficult to reproduce convenience and speed equivalent to traditional used input methods such as personal computer keyboard input or smartphone flick input, in the virtual space. Therefore, in this study, we aim to propose a new character input method, focusing on typing Japanese characters, which has an input speed at a certain level, is touch-typable, and requires no controller in a user’s hands. The proposed approach uses Leap Motion as an input device. By tracking the movements of the finger of a user, the user selects a pair of a consonant and a vowel with two bending and stretching movements, which makes a Japanese letter. From a preliminary experiment, our method achieved the input speed of 42.1 Characters per Minute. In addition, this paper discusses the duration of the practice needed to use this method.
KW - Japanese character input method
KW - Learning effects
KW - Mobile virtual reality
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U2 - 10.1007/978-3-319-91250-9_4
DO - 10.1007/978-3-319-91250-9_4
M3 - Conference contribution
AN - SCOPUS:85061524770
SN - 9783319912493
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 43
EP - 55
BT - Human-Computer Interaction. Theories, Methods, and Human Issues - 20th International Conference, HCI International 2018, Proceedings
A2 - Kurosu, Masaaki
PB - Springer Verlag
T2 - 20th International Conference on Human-Computer Interaction, HCI 2018
Y2 - 15 July 2018 through 20 July 2018
ER -