We present a text entry technique called HiFinger, which is an eyes-free, one-handed wearable text entry technique for immersive virtual environments by thumb-to-fingers touch. This technique enables users to input text quickly, accurately, and comfortably with the sense of touch and a two-step input mode. It is especially suitable for mobile scenarios where users need to move (such as walking) in virtual environments. Various input signals can be triggered by moving the thumb towards ultra-thin pressure sensors placed on other fingers. After acquiring the comfort range of the touch between the thumb and other fingers, six placement modes for text entry are designed and tested, resulting in an optimal placement mode that leverages six pressure sensors for the text entry and two for the control function. A three-day study is conducted to evaluate the proposed technique, and experimental results show that novices can achieve an average text entry efficiency of 9.82 words per minute (WPM) in virtual environments based on head-mounted displays after a training period of 25 min.
This study demonstrates how playing a well-designed multitasking motion video game in a virtual reality (VR) environment can positively impact the cognitive and physical health of older players. We developed a video game that combines cognitive and physical training in a VR environment. The impact of playing the game was measured through a four-week longitudinal experiment. Twenty healthy older adults were randomly assigned to either an intervention group (i.e., game training) or a control group (i.e., no contact). Participants played three 45-min sessions per week completing cognitive tests for attention, working memory, reasoning and a test for physical balance before and after the intervention. Results showed that compared to the control group, the game group showed significant improvements in working memory and a potential for enhancing reasoning and balance ability. Furthermore, while the older adults enjoyed playing the video game, ability enhancements were associated with their intrinsic motivation to play. Overall, cognitive training with multitasking VR motion video games has positive impacts on the cognitive and physical health of older adults.
This paper presents PinchText, a mid-air technique with a condensed keys-based keyboard, which combines hand positions and pinch gestures, enabling one-handed text entry for Head-mounted displays (HMDs). Firstly, we conduct Study 1 to collect and analyze the typing data of PinchText with two arm postures and two movement directions, obtaining the range of hand position corresponding to the middle key set. Then, we conduct Study 2, a 6-block experiment, finding that PinchText with Hand-Up Vertical (UpV) and Hand-Down Vertical (DownV) modes could achieve a speed of 12.71 words-per-minute (WPM) and 11.14 WPM respectively with both uncorrected error rates less than 0.5%, which is 71% faster than the index finger pinch-based technique. Finally, Study 3 is conducted to explore the potential of reducing the size of the decoupled visual keyboard of PinchText, verifying that the occlusion of the virtual keyboard can be decreased. Overall, PinchText is an efficient, easy-to-learn, and comfortable text entry technique for HMDs.
29 January 2024 in IEEE Robotics and Automation Letters
Gesture synthesis has gained significant attention as a critical research field, aiming to produce contextually appropriate and natural gestures corresponding to speech or textual input. Although deep learning-based approaches have achieved remarkable progress, they often overlook the rich semantic information present in the text, leading to less expressive and meaningful gestures. In this letter, we propose GesGPT, a novel approach to gesture generation that leverages the semantic analysis capabilities of large language models, such as ChatGPT. By capitalizing on the strengths of LLMs for text analysis, we adopt a controlled approach to generate and integrate professional gestures and base gestures through a text parsing script, resulting in diverse and meaningful gestures. Firstly, our approach involves the development of prompt principles that transform gesture generation into an intention classification problem using ChatGPT. We also conduct further analysis on emphasis words and semantic words to aid in gesture generation. Subsequently, we construct a specialized gesture lexicon with multiple semantic annotations, decoupling the synthesis of gestures into professional gestures and base gestures. Finally, we merge the professional gestures with base gestures. Experimental results demonstrate that GesGPT effectively generates contextually appropriate and expressive gestures.