Using Traditional Keyboards in VR: SteamVR Developer Kit and Pilot Game User Study

Sidney Bovet, Aidan Kehoe, Katie Crowley, Noirin Curran, Mario Gutierrez, Mathieu Meisser, Damien O. Sullivan, Thomas Rouvinez

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

Following the commercial release of VR systems like HTC Vive and Oculus Rift to mainstream consumers, academic publications have explored the challenges of text entry in virtual reality. This paper describes a commercial developer kit that enables text entry using a traditional physical keyboard for HTC Vive. The paper gives a high-level system overview and presents the results of a pilot study exploring initial use of the devkit for typing in VR, focused on how users learn to adapt to this new VR text entry experience. The pilot study explored the use of a VR mini-game with the goal of helping users get familiar with VR typing.

Original languageEnglish
Title of host publication2018 IEEE Games, Entertainment, Media Conference, GEM 2018
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages132-135
Number of pages4
ISBN (Electronic)9781538663042
DOIs
Publication statusPublished - 30 Oct 2018
Externally publishedYes
Event2018 IEEE Games, Entertainment, Media Conference, GEM 2018 - Galway, Ireland
Duration: 15 Aug 201817 Aug 2018

Publication series

Name2018 IEEE Games, Entertainment, Media Conference, GEM 2018

Conference

Conference2018 IEEE Games, Entertainment, Media Conference, GEM 2018
Country/TerritoryIreland
CityGalway
Period15/08/1817/08/18

Keywords

  • Games
  • Text Entry
  • User Experience
  • Virtual Reality

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