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Opportunities and Challenges of Text Input in Portable Virtual Reality

Authors:
  • Ludwig-Maximilians-Universität München (LMU Munich)

Abstract and Figures

Text input in virtual reality is not widespread outside of labs, although being increasingly researched. Current setups require powerful components that are expensive or not portable, hence preventing effective in-the-wild use. Latest technological advances enable portable mixed reality experiences on smartphones. In this work, we propose a portable low-fidelity solution for text input in mixed reality on a physical keyboard that employs accessible off-the-shelf components. Through a user study with 24 participants, we show that our prototype leads to a significantly higher text input performance compared to soft keyboards. However, it falls behind on copy editing compared to soft keyboards. Qualitative inquiries revealed that participants enjoyed the ample display space and perceived the accompanied privacy as beneficial. Finally, we conclude with challenges and future research that builds upon the presented findings.
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Opportunities and Challenges of Text
Input in Portable Virtual Reality
Pascal Knierim, Thomas Kosch,
Johannes Groschopp, Albrecht Schmidt
LMU Munich, Munich, Germany
{firstname.lastname}@ifi.lmu.de
Figure 1: User copy editing text in a relaxing virtual world provided
by a portable HMD setup.
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CHI’20 Extended Abstracts, April 25–30, 2020, Honolulu, HI, USA
ACM 978-1-4503-6819-3/20/04.
https://doi.org/10.1145/3334480.3382920
Abstract
Text input in virtual reality is not widespread outside of labs,
although being increasingly researched. Current setups
require powerful components that are expensive or not
portable, hence preventing effective in-the-wild use. Lat-
est technological advances enable portable mixed reality
experiences on smartphones. In this work, we propose a
portable low-fidelity solution for text input in mixed reality on
a physical keyboard that employs accessible off-the-shelf
components. Through a user study with 24 participants, we
show that our prototype leads to a significantly higher text
input performance compared to soft keyboards. However,
it falls behind on copy editing compared to soft keyboards.
Qualitative inquiries revealed that participants enjoyed the
ample display space and perceived the accompanied pri-
vacy as beneficial. Finally, we conclude with challenges and
future research that builds upon the presented findings.
Author Keywords
Virtual Reality; Mixed Reality; Text Entry; Copy Editing;
Physical Keyboard; Portable Virtual Reality
CCS Concepts
Human-centered computing Human computer inter-
action (HCI); Mixed / augmented reality; Haptic devices;
Introduction and Background
Virtual Reality (VR) has experienced a substantial growth
of interest over the past years due to the availability of inex-
pensive headsets and powerful workstations. Today, there
is a wide variety of headsets available that use different
techniques to enable VR and target different application ar-
eas, including gaming or entertainment. At the same time,
the performance of today’s smartphones has considerably
increased. Inserted into a VR viewer, smartphones are
capable of presenting interactive VR, Augmented Reality
(AR), or Mixed Reality (MR) environments. For the realiza-
tion of the vision of a virtual office where users can work
and collaborate [11], potential interactions with computing
systems are essential. Previous research showed that text
input is possible while being immersed in VR [8, 10, 14].
However, this requires stationary hardware, complex cali-
bration processes, and specialized hardware components.
Figure 2: Top: User typing with our
mixed reality apparatus.
Bottom: The mixed reality
environment with keyboard video
texture and large floating display.
Grubert et al. [4] pointed out that text editing requires inter-
action techniques that are fast and precise. Minimizing the
performance gap between a laptop and a VR setup when
conducting office work is a crucial challenge. We argued [8]
that none of the previously proposed solutions for text input
in VR enable high text throughput from real-world typing. To
date, we still require convincing input and output modalities
for the success of virtual offices.
In this work, we present a low-fidelity apparatus that allows
for calibration-free text input and copy editing on a phys-
ical keyboard while being immersed in a Virtual Environ-
ment (VE). Our apparatus consists of off-the-shelf compo-
nents, such as a smartphone, VR viewer, and a wireless
keyboard. Hence, it is fully portable and ready for use in
in-the-wild scenarios. The keyboard and the user’s hands
are dynamically blended into the VE, allowing for comfort-
able text input. We focused on a simple smartphone-based
setup to identify the minimal requirements that make MR
truly accessible. Based on the results of our user study
(N=24), we find that text input and editing using a MR setup
in combination with a physical keyboard as an input de-
vice is more efficient compared to sole touch interaction on
smartphones. We conclude that the haptic MR setup com-
pensates for the small screen. Furthermore, we find that
frequent touch errors were induced by the fat-finger prob-
lem [12] while typing on the smartphone. Finally, the virtual
screen provides more space than a smartphone display,
hence performing copy editing tasks in MR might be more
efficient compared to an external keyboard and the smart-
phone as the display.
Typing in Smartphone-Based Mixed Reality
The fundamental requirement to realize effortless typing on
a physical keyboard in mixed reality is to enable the user to
localize and reach out for the keyboard and understand the
keyboard’s location in relation to their fingers [3, 8].
To investigate the effect typing in a low-fidelity portable
mixed reality environment, we implemented our appara-
tus using a Google Pixel 2 XL as the main component. We
incorporated the smartphone with the Google Daydream
VR viewer to create a head-mounted display (HMD). To
enable six degrees of freedom tracking and to capture the
environment, the smartphone’s inertial measurement unit
and camera are used. Since the heat sink of the VR viewer
blocks the camera, we drilled a notch into it.
A wireless keyboard is used for text input. A printed visual
marker is attached above the keyboard to enable visual
tracking of the keyboard. Following the approach of Feiner
et al. [2], we use the smartphone’s camera during runtime
to create a cropped video texture of the keyboard, which is
dynamically anchored to the physical position of the key-
Figure 3: Our mixed reality apparatus for text input comprises a
Google Daydream HMD [a], a Google Pixel 2 XL [b], and a
wireless keyboard [d].
board within the virtual environment. All components of our
apparatus are shown in Figure 3. The virtual environment,
including the cropped and arranged video, is demonstrated
in Figure 2.
Figure 4: Participants typing text
during the user study.
Top: Mixed Reality condition;
Bottom: Smartphone + Keyboard
condition
Method
Our mobile apparatus enables users to visually perceive
the physical keyboard and their own hands while being
immersed in a virtual environment. The objective of the
following study is to evaluate the text input and editing per-
formance using a mobile low-fidelity setup in contrast to
today’s smartphone input. We investigate the overall user
experience by assessing system usability scale [1], NASA-
TLX [6], and AttrakDiff [7]. We used a 3×1 factorial design
with the within-subject variable SETU P. We employed three
different levels for SE TUP:Mixed Reality,Smartphone +
Keyboard, and Smartphone. Both conditions that include
the keyboard are shown in Figure 4. The typing perfor-
mance was measured while employing a physical keyboard
using the MR apparatus, the smartphone display, or direct
typing using the smartphone soft keyboard.
Subjects
In total, we recruited 24 participants via social media and
our university’s mailing-list to participate in our user study.
The participants (six female) were aged from 19 to 38 (M =
27, SD = 4.66). Five participants were wearing corrective
lenses during the study. Participants received either 5 EUR
or course credits as compensation for their participation.
Apparatus
The apparatus for this study comprised thee individual se-
tups sharing the same three, but individual combination of
components: smartphone, keyboard, and MR HMD. The
latter was only facilitated for the Mixed Reality condition.
Smartphone The smartphone setup served as a baseline
and consisted only of a Google Pixel 2 XL running Android
Pie. The smartphone was running our application in portrait
mode showing the stimulus and text edit field at the top of
the screen and below the google stock soft keyboard.
Smartphone + Keyboard For the second setup, we facil-
itated an Apple Magic Keyboard, which pairs wireless with
the smartphone. This time the smartphone is placed above
the keyboard in landscape mode serving as a portable dis-
play showing only the stimulus.
Mixed Reality For the mixed reality setup, we used our
developed MR apparatus comprising the modified Google
Daydream View 2, smartphone, and keyboard. We de-
signed a virtual environment showing a room with a large
screen displaying the stimulus. The cropped video of the
physical keyboard and hands is displayed within the vir-
tual environment at the corresponding physical location.
All smartphone applications were developed with the Unity
game engine 2018.3. For head and keyboard tracking, we
employed the Vuforia Engine 7.5.
Task
In the user study, participants had to accomplish two simple
tasks. First, a simple text input task and second a copy edit-
ing task requiring to remove spelling error and adding or re-
moving words. Participants started in a resting position with
their hands placed next to the keyboard or smartphone.
While being in this pose, a 3-second countdown elapsed
on the smartphone or virtual display, indicating the start of
either the text input or copy editing task.
Figure 5: Mean values of words
per minute (text input task), task
completion time (copy edit task),
and NASA-TLX score (both tasks)
for each condition. Error bars show
the standard error of the mean
(SE).
Text Input For the text input task, a random sentence
from the MacKenzie and Soukoreff [9] phrase set was dis-
played. Participants were asked to enter the phrase as fast
and accurately as possible. Participants could correct errors
during input but were also allowed to confirm inaccurate or
incomplete phrases. With the enter key, participants con-
firmed the input, and the next phrase was displayed. For
each condition, participants performed three sets of ten
phrases. The task was the same for all conditions.
Copy Editing For the copy editing task, the participants
had to review and correct three different texts. Each text
consisted of 12 modified sentences from the MacKenzie
and Soukoreff [9] phrase set. The required corrections were
indicated between the lines highlighted in green. Partici-
pants were asked to edit as fast as possible all corrections.
Except for the Mixed Reality condition, the edit cursor could
be placed by touching the screen or with the arrow keys of
the keyboard. We compensate for potential complexity dif-
ferences by counterbalancing the prepared texts across all
conditions.
Procedure
After welcoming the participants, we asked them to sign the
consent form and explained the apparatus as well as the
course of the study. Afterward, we asked participants to put
on the HMD to adjust it to the head for the best visual re-
sults. Before starting with the typing task, participants were
asked to get familiar with the virtual environment and get
used to the tracking and visualization of the keyboard. After
finishing both tasks (input and copy edit), participants had
to fill out the RAW NASA-TLX [6], the AttrakDiff, and the
System Usability Scale (SUS) [1] questionnaire. This pro-
cedure was subsequently repeated for all conditions. The
first set of ten phrases at the start of each condition was a
practice set to familiarize the participant with the apparatus.
We did not include this set in our analysis. SET UP was pre-
sented in a counterbalanced order using a full Latin square
to prevent sequence effects. After finishing the third itera-
tion, we conducted a short semi-structured interview and
asked for comments about their performance, user expe-
rience, and personal preference. Including the debriefing,
participants completed the study between 60 to 90 minutes.
Results
We conducted multiple one-way repeated measure analy-
ses of variance (RM-ANOVA) in order to reveal statistically
significant effects of the within-subjects variables SET UP .
All significance levels are set to α= .05.
Words Per Minute (WPM)
For the text input task, participants entered a total of 2160
sentences. Since we discarded the first ten sentences of
each participant, only 1440 sentences were used for analy-
ses. We used the logged keystrokes to calculate the WPM
by dividing the length of the final input by the time required
to input the presented phrase [13]. The calculated WPM
provides a measure for the average typing performance.
We found a significant effect of SET UP on the typing speed,
F(1.23, 28.28) = 31.22, p< .001. Furthermore, post hoc
tests revealed a significant difference between the condi-
tions Smartphone + Keyboard and Smartphone (M = 17.97,
SE = 2.18, with p< .001), between Smartphone + Keyboard
and Mixed Reality (M = 10.14, SE = 1.37, with p<.001) and
between Smartphone and Mixed Reality (M = -7.82, SE =
2.99, with p= .046).
Figure 6: Diagrams from the
AttrakDiff questionnaire revealing
the characteristics including the
pragmatic quality (PQ) and hedonic
quality (HQ) (top diagram) and the
mean values of the dimensions
(bottom diagram).
Error Rate
Besides the WPM, the typing and editing performance can
also be expressed through the Error Rate. We calculated
the ratio of the length of the input and the minimum number
of insertions, deletions, or substitutions that are needed to
transform the presented text into the transcribed on [9]. The
results neither show a significant effect of SET UP on the
Error Rate for the typing task, F(1.81, 41.68) = 1.109, p=
.339 nor for the copy editing task F(1.93, 44.40) = .702, p=
.496. Besides, we calculated the Corrected Error Rate [13],
which represents the effort put into correcting errors. We
found no significant effect of SET UP regarding the number
of corrections, F(1.37, 31.41) = 0.301, p= .658.
Task Completion Time (TCT)
For the copy editing task, we measured the TCT as a per-
formance indicator. We measured from the very first key-
press to the confirmation keypress for each text. We found
a significant main effect of SETU P on the TCTs of the copy
editing task, F(2, 46) = 25.86, p< .001. A post-hoc tests
revealed significant differences between Smartphone +
Keyboard and Mixed Reality (M = -102.41, E = 21.93, with
p< .001), between Smartphone and Mixed Reality (M =
-140.60, SE = 20.92, with p< .001), but no significant effect
between Smartphone + Keyboard and Smartphone (p=
.120).
Task Load Index
We assessed the raw score of the NASA-TLX [5], repre-
senting the perceived subjective workload the participants
had while inputting or copy editing text. We found a sig-
nificant main effect of SETU P on the perceived workload,
F(1.61, 36.93) = 13.83, p< .001. Post-hoc tests revealed a
significant difference between Smartphone + Keyboard and
Smartphone (M = -2.22, SE = 0.52, with p< .001), between
Smartphone + Keyboard and Mixed Reality (M = -3.54,
SE = 0.63, with p< .001), but no significant effect between
Smartphone and Mixed Reality (p= .393).
System Usability Scale (SUS)
To receive an indication of the overall usability of our ap-
paratus, we assessed the SUS [1]. We found a significant
effect of SETU P,F(1.74, 39.97) = 32.70, p< .001. Post-
hoc tests revealed a significant difference between the con-
ditions Smartphone + Keyboard and Mixed Reality (M =
23.16, SE = 3.29, with p< .001), between Smartphone and
Mixed Reality (M = 19.27, SE = 3.51, with p< .001), but no
significant difference between Smartphone + Keyboard and
Smartphone (p= .295).
AttrakDiff
To gain further insights into the perceived user experience,
we used the AttrakDiff questionnaire, which accesses the
user experience divided into pragmatic and hedonic quality.
Participants rated the system by ranking word pairs of dif-
ferent dimensions. The results are shown in Figure 6. The
top diagram classifies the apparatus into character areas
(i.e., self-oriented or action-oriented). The bottom diagram
shows the mean values of the dimensions of AttrakDiff. The
results show that the Mixed Reality setup has the highest
hedonic quality, but the lowest pragmatic quality. According
to the diagram, the characteristics of the apparatus is not
unambiguous and lies between the areas neutral and self-
oriented. The other two setups, Smartphone + Keyboard
and Smartphone lie in the characteristics area of action-
oriented, thus were rated more practical.
Personal Preferences and Qualitative Results
After conducting the user study, we asked the participants
regarding their preferred SETU P and to provide additional
qualitative feedback. Participants ranked Smartphone +
Keyboard as the best solution for portable text input and
editing, followed by the Mixed Reality, which is directly
followed by the Smartphone setup. Participants endorsed
the great display-space and privacy in MR, however, com-
plained about occasional orientation problems due to the
limited field of view of the HMD.
Discussion and Limitations
Considering text input, we found that our mixed reality ap-
paratus led to significant higher words per minute compared
to soft keyboard input. Results did not show significant
changes in the error rates of the typed text. Further anal-
ysis revealed that the slightly higher workload and lower
usability caused by the HMD was mainly compensated
through the support of the physical keyboard. For copy edit-
ing texts, the mixed reality led to a significantly higher task
completion time (TCT) compared to both the smartphones
soft keyboard and the smartphone and keyboard combina-
tion. Further, the analysis revealed that participants benefit
from the large virtual display space but got thwarted by the
lacking opportunity to quickly navigating the text (e.g., touch
or mouse). Adding mouse support or alternative methods
to place the cursor quickly might have yielded different re-
sults considering the TCT. The analysis of additional qual-
itative feedback unfolded that participants overall enjoyed
our apparatus. They envisaged working in mixed reality and
highlighted the larger display area and the possibility to col-
laborate in future scenarios. We argue that optimizing the
setup and further improve the interaction modalities is nec-
essary. Improved positioning of the keyboard visualizations
and multimodal input for copy editing are relevant parame-
ters to improve portable mixed reality text entry.
Conclusions
In this paper, we investigated a portable low-fidelity solution
for text input in mixed realities. Our off-the-shelf appara-
tus comprises a smartphone, a virtual reality viewer, and
a wireless keyboard. In a user study with 24 participants,
we compared state-of-the-art smartphone soft keyboards
to physical keyboard input and our mixed reality approach.
We compared typing performance, error rate, task comple-
tion time, subjective workload, overall usability, and user
experience.
The results show that participants have significantly higher
input speeds when being immersed in mixed reality com-
pared to smartphone input, while error rates remain low. In
contrast, copy editing required considerably more time to
complete, but participants enjoyed interacting with the large
virtual display.
Already today, the combination of portable virtual reality
viewer and current smartphones allow us to have virtual
mobile offices. We believe that future portable mixed reality
systems can fully support us by simulating well-known but
highly flexible virtual environments while being on the move.
Acknowledgments
This work was supported by the German Federal Min-
istry of Education and Research as part of the project Be-
greifen (Grant No. 16SV7527) and KoBeLU (Grant No.
16SV7599K).
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Usability does not exist in any absolute sense; it can only be defined with reference to particular contexts. This, in turn, means that there are no absolute measures of usability, since, if the usability of an artefact is defined by the context in which that artefact is used, measures of usability must of necessity be defined by that context too. Despite this, there is a need for broad general measures which can be used to compare usability across a range of contexts. In addition, there is a need for "quick and dirty" methods to allow low cost assessments of usability in industrial systems evaluation. This chapter describes the System Usability Scale (SUS) a reliable, low-cost usability scale that can be used for global assessments of systems usability.
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