While text entry is an essential and frequent task in Augmented Reality (AR) applications, devising an efficient and easy-to-use text entry method for AR remains an open challenge. This research presents STAR, a smartphone-analogous AR text entry technique that leverages a user’s familiarity with smartphone two-thumb typing. With STAR, a user performs thumb typing on a virtual QWERTY keyboard that is overlain on the skin of their hands. During an evaluation study of STAR, participants achieved a mean typing speed of 21.9 WPM (i.e., 56% of their smartphone typing speed), and a mean error rate of 0.3% after 30 minutes of practice. We further analyze the major factors implicated in the performance gap between STAR and smartphone typing, and discuss ways this gap could be narrowed.
Advances in large language models (LLMs) empower new interactive capabilities for wearable voice interfaces, yet traditional voice-and-audio I/O techniques limit users’ ability to flexibly navigate information and manage timing for complex conversational tasks. We developed a suite of gesture and audio-haptic guidance techniques that enable users to control conversation flows and maintain awareness of possible future actions, while simultaneously contributing and receiving conversation content through voice and audio. A 14-participant exploratory study compared our parallelized I/O techniques to a baseline of voice-only interaction. The results demonstrate the efficiency of gestures and haptics for information access, while allowing system speech to be redirected and interrupted in a socially acceptable manner. The techniques also raised user awareness of how to leverage intelligent capabilities. Our findings inform design recommendations to facilitate role-based collaboration between multimodal I/O techniques and reduce users’ perception of time pressure when interleaving interactions with system speech.
Text entry is a critical capability for any modern computing experience, with lightweight augmented reality (AR) glasses being no exception. Designed for all-day wearability, a limitation of lightweight AR glass is the restriction to the inclusion of multiple cameras for extensive field of view in hand tracking. This constraint underscores the need for an additional input device. We propose a system to address this gap: a ring-based mid-air gesture typing technique, RingGesture, utilizing electrodes to mark the start and end of gesture trajectories and inertial measurement units (IMU) sensors for hand tracking. This method offers an intuitive experience similar to raycast-based mid-air gesture typing found in VR headsets, allowing for a seamless translation of hand movements into cursor navigation. To enhance both accuracy and input speed, we propose a novel deep-learning word prediction framework, Score Fusion, comprised of three key components: a) a word-gesture decoding model, b) a spatial spelling correction model, and c) a lightweight contextual language model. In contrast, this framework fuses the scores from the three models to predict the most likely words with higher precision. We conduct comparative and longitudinal studies to demonstrate two key findings: firstly, the overall effectiveness of RingGesture, which achieves an average text entry speed of 27.3 words per minute (WPM) and a peak performance of 47.9 WPM. Secondly, we highlight the superior performance of the Score Fusion framework, which offers a 28.2% improvement in uncorrected Character Error Rate over a conventional word prediction framework, Naive Correction, leading to a 55.2% improvement in text entry speed for RingGesture. Additionally, RingGesture received a System Usability Score of 83 signifying its excellent usability.
Text entry with word-gesture keyboards (WGK) is emerging as a popular method and becoming a key interaction for Extended Reality (XR). However, the diversity of interaction modes, keyboard sizes, and visual feedback in these environments introduces divergent word-gesture trajectory data patterns, thus leading to complexity in decoding trajectories into text. Template-matching decoding methods, such as SHARK2 [32], are commonly used for these WGK systems because they are easy to implement and configure. However, these methods are susceptible to decoding inaccuracies for noisy trajectories. While conventional neural-network-based decoders (neural decoders) trained on word-gesture trajectory data have been proposed to improve accuracy, they have their own limitations: they require extensive data for training and deep-learning expertise for implementation. To address these challenges, we propose a novel solution that combines ease of implementation with high decoding accuracy: a generalizable neural decoder enabled by pre-training on large-scale coarsely discretized word-gesture trajectories. This approach produces a ready-to-use WGK decoder that is generalizable across mid-air and on-surface WGK systems in augmented reality (AR) and virtual reality (VR), which is evident by a robust average Top-4 accuracy of 90.4% on four diverse datasets. It significantly outperforms SHARK2 with a 37.2% enhancement and surpasses the conventional neural decoder by 7.4%. Moreover, the Pre-trained Neural Decoder's size is only 4 MB after quantization, without sacrificing accuracy, and it can operate in real-time, executing in just 97 milliseconds on Quest 3.
In design work, a common task is the interaction with menus to change the drawing mode. Done frequently, this can become a tedious and fatiguing task, especially for tablets where users physically employ a stylus or finger touch. As our eyes are naturally involved in visual search and acquisition of desired menu items, we propose gaze to shortcut the physical movement. We investigate gaze-based mode-switching for menus in tablets by a novel mode-switching methodology, assessing a gaze-only (dwell-time) and multimodal (gaze and tap) technique, compared to hand-based interaction. The results suggest that users can efficiently alternate between manual and eye input when interacting with the menu; both gaze-based techniques have lower physical demand and individual speed-error trade-offs. This led to a novel technique that substantially reduces time by unifying mode-selection and mode-application. Our work points to new roles for our eyes to efficiently short-cut menu actions during the workflow.
Augmented Reality (AR) smartglasses are increasingly regarded as the next generation personal computing platform. However, there is a lack of understanding about how to design communication systems using them. We present ARcall, a novel Augmented Reality-based real-time communication system that enables an immersive, delightful, and privacy-preserving experience between a smartphone user and a smartglasses wearer. ARcall allows a remote friend (Friend) to send and project AR content to a smartglasses wearer (Wearer). The ARcall system was designed with the practical limits of existing AR glasses in mind, including shorter battery life and a reduced field of view. We conduct a qualitative evaluation of the three main components of ARcall: Drop-In, ARaction, and Micro-Chat. Our results provide novel insights for building future AR-based communication methods, including, the importance of context priming, user control over AR content placement, and the feeling of co-presence while conversing.
AbstractWe propose a style of hand postures to trigger commands on a laptop. The key idea is to perform hand-postures while keeping the hands on, beside, or below the keyboard, to align with natural laptop usage. 36 hand-posture variations are explored considering three resting locations, left or right hand, open or closed hand, and three wrist rotation angles. A 30-participant formative study measures posture preferences and generates a dataset of nearly 350K images under different lighting conditions and backgrounds. A deep learning recognizer achieves over 97% accuracy when classifying all 36 postures with 2 additional non-posture classes for typing and non-typing. A second experiment with 20 participants validates the recognizer under real-time usage and compares posture invocation time with keyboard shortcuts. Results find low error rates and fast formation time, indicating postures are close to current typing and pointing postures. Finally, practical use case demonstrations are presented, and further extensions discussed.
We propose a style of hand postures to trigger commands on a laptop. The key idea is to perform hand-postures while keeping the hands on, beside, or below the keyboard, to align with natural laptop usage. 36 hand-posture variations are explored considering three resting locations, left or right hand, open or closed hand, and three wrist rotation angles. A 30-participant formative study measures posture preferences and generates a dataset of nearly 350K images under different lighting conditions and backgrounds. A deep learning recognizer achieves over 97% accuracy when classifying all 36 postures with 2 additional non-posture classes for typing and non-typing. A second experiment with 20 participants validates the recognizer under real-time usage and compares posture invocation time with keyboard shortcuts. Results find low error rates and fast formation time, indicating postures are close to current typing and pointing postures. Finally, practical use case demonstrations are presented, and further extensions discussed.
Knowledge work increasingly spans multiple computing surfaces. Yet in status quo user experiences, content as well as tools, behaviors, and workflows are largely bound to the current device-running the current application, for the current user, and at the current moment in time. SurfaceFleet is a system and toolkit that uses resilient distributed programming techniques to explore cross-device interactions that are unbounded in these four dimensions of device, application, user, and time. As a reference implementation, we describe an interface built using SurfaceFleet that employs lightweight, semi-transparent UI elements known as Applets. Applets appear always-on-top of the operating system, application windows, and (conceptually) above the device itself. But all connections and synchronized data are virtualized and made resilient through the cloud. For example, a sharing Applet known as a Portfolio allows a user to drag and drop unbound Interaction Promises into a document. Such promises can then be fulfilled with content asynchronously, at a later time (or multiple times), from another device, and by the same or a different user.
The concept of a conformity spectrum is introduced to describe the degree to which virtualization adheres to real world physical characteristics surrounding the user. This is then used to examine interaction challenges when collaborating across different levels of virtuality and conformity.
We present an empirical comparison of eleven bare hand, mid-air mode-switching techniques suitable for virtual reality in two experiments. The first evaluates seven techniques spanning dominant and non-dominant hand actions. Techniques represent common classes of actions selected by a methodical examination of 56 examples of prior art. The standard "subtraction method" protocol is adapted for 3D interfaces, with two baseline selection methods, bare hand pinch and device controller button. A second experiment with four techniques explores more subtle dominant-hand techniques and the effect of using a dominant hand device for selection. Results provide guidance to practitioners when choosing bare hand, mid-air mode-switching techniques, and for researchers when designing new mode-switching methods in VR.
Complex virtual reality (VR) tasks, like 3D solid modelling, are challenging with standard input controllers. We propose exploiting the affordances and input capabilities when using a 3D-tracked multi-touch tablet in an immersive VR environment. Observations gained during semi-structured interviews with general users, and those experienced with 3D software, are used to define a set of design dimensions and guidelines. These are used to develop a vocabulary of interaction techniques to demonstrate how a tablet's precise touch input capability, physical shape, metaphorical associations, and natural compatibility with barehand mid-air input can be used in VR. For example, transforming objects with touch input, "cutting" objects by using the tablet as a physical "knife", navigating in 3D by using the tablet as a viewport, and triggering commands by interleaving bare-hand input around the tablet. Key aspects of the vocabulary are evaluated with users, with results validating the approach.
This paper presents the results of a 36 participant empirical comparison of touch mode-switching. Six techniques are evaluated, spanning current and future techniques: long press, non-dominant hand, two-fingers, hard press, knuckle, and thumb-on-finger. Two poses are controlled for, seated with the tablet on a desk and standing with the tablet held on the forearm. Findings indicate pose has no effect on mode switching time and little effect on error rate; using two-fingers is fastest while long press is much slower; non-preferred hand and thumb-on-finger also rate highly in subjective scores. The experiment protocol is based on Li et al.'s pen mode-switching study, enabling a comparison of touch and pen mode switching. Among the common techniques, the non-dominant hand is faster than pressure with touch, whereas no significant difference had been found for pen. Our work addresses the lack of empirical evidence comparing touch mode-switching techniques and provides guidance to practitioners when choosing techniques and to researchers when designing new mode-switching methods.
Christian Holz合作论文数Department of Computer Science, Eidgenössische Technische Hochschule Zürich;Sensing, Interaction & Perception Lab, Eidgenössische Technische Hochschule Zürich1