Técnica de entrada de texto por meio de um teclado ambíguo controlado por uma mão para realidade virtual baseada em smartphones

Detalhes bibliográficos
Ano de defesa: 2021
Autor(a) principal: Palmeira, Eduardo Gabriel Queiroz
Orientador(a): Não Informado pela instituição
Banca de defesa: Não Informado pela instituição
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Universidade Federal de Uberlândia
Brasil
Programa de Pós-graduação em Engenharia Elétrica
Programa de Pós-Graduação: Não Informado pela instituição
Departamento: Não Informado pela instituição
País: Não Informado pela instituição
Palavras-chave em Português:
Link de acesso: https://repositorio.ufu.br/handle/123456789/32678
http://doi.org/10.14393/ufu.di.2021.5569
Resumo: Mobile-based Virtual Reality (VR) is the most affordable way for the general public. However, despite this affordability, due to hardware limitations and lack of sensors, mobile VR enables an inferior tracking, performance, and graphical experience compared to high-end personal computer-based VR. Text input is a frequent process where, usually, the desired characters are pointed and then selected individually through the ray-casting selection technique (virtual pointing). Nevertheless, this technique has several limitations. Such limitations exist with greater intensity in mobile VR since only one VR hand controller with just 3 degrees of freedom (rotation movements) is used. Furthermore, the speech-based text entry techniques also have limitations; it is worthy of highlighting limitations regarding text editing, as well as privacy issues and inaccuracy when used in public environments. In this way, this work has as main objective propose the association of ambiguous keyboards' techniques as an interaction strategy for the text entry process in VR environments supported by smartphones. It is considered that, when using the technique, the user will use the headset for Virtual Environment (VE) visualization, the VR hand controller for navigating within the text and interaction with the VE, and the ambiguous keyboard for the text entry process. Therefore, this work presents the research in progress of the design and development of (1) a one-handed ambiguous physical keyboard prototype (4x4) and (2) a text entry technique for mobile VR using the Design Science Research method. This technique showed to have the potential to be an alternative or extension to the short-term text input process for mobile VR. Nevertheless, the need for improvements and empirical comparisons was identified as important future steps of this work.