@inproceedings{7499f289d7054381ada075f82bd9dcbd,
title = "Using Traditional Keyboards in VR: SteamVR Developer Kit and Pilot Game User Study",
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.",
keywords = "Games, Text Entry, User Experience, Virtual Reality",
author = "Sidney Bovet and Aidan Kehoe and Katie Crowley and Noirin Curran and Mario Gutierrez and Mathieu Meisser and Sullivan, {Damien O.} and Thomas Rouvinez",
note = "Publisher Copyright: {\textcopyright} 2018 IEEE.; 2018 IEEE Games, Entertainment, Media Conference, GEM 2018 ; Conference date: 15-08-2018 Through 17-08-2018",
year = "2018",
month = oct,
day = "30",
doi = "10.1109/GEM.2018.8516449",
language = "English",
series = "2018 IEEE Games, Entertainment, Media Conference, GEM 2018",
publisher = "Institute of Electrical and Electronics Engineers Inc.",
pages = "132--135",
booktitle = "2018 IEEE Games, Entertainment, Media Conference, GEM 2018",
}