著者
横山 海青 髙倉 礼 志築 文太郎 川口 一画
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会論文誌 (ISSN:13447262)
巻号頁・発行日
vol.23, no.4, pp.383-396, 2021-11-25 (Released:2021-11-25)
参考文献数
21

A Japanese software keyboard for game consoles has a problem with the entry speed and widget size. In this article, we show JoyFlick that is a text entry method for an improved Japanese software keyboard. We evaluated the text entry speed and accuracy of JoyFlick. Also, we conducted an analysis of the user’s operations to study the tendency of the operations and verify the design of JoyFlick. The results showed the following tendencies: the user tends to tilt the stick to select the keys on the outer edge;the user tends to restore the stick to the neutral position between selections; the user tends to restore both sticks to the neutral position at the same time (M = 15.5 × 10−2s) at the entry of a character. Also, the results showed that the design of JoyFlick, which restricts the order of consonant and vowel selection prevents a part of mistaken entries. Moreover, we show the outlook of the application and the necessity of study in actual and several environments.
著者
冨永 浩暉 髙倉 礼 志築 文太郎
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会論文誌 (ISSN:13447262)
巻号頁・発行日
vol.24, no.2, pp.83-94, 2022-05-25 (Released:2022-05-25)
参考文献数
38

The virtual keyboard in the VR space is characterized by the user can place the keyboard at any position and angle in the air. The user’s posture changes as the position and angle of the virtual keyboard change. We conducted an experiment to investigate the effects of the position and angle of the virtual keyboard on text entry. We found that the position of the virtual keyboard affected the workload by analyzing the experimental data for each participant in the experiment. In this paper, we analyzed the experimental data for each entry phrase. The results show that the entry speed and usability may be improved by tilting the keyboard toward the back from the user’s point of view. Furthermore, since the fatigue of the arms was larger than the fatigue of the neck, the fatigue could be minimized by designing VR applications so as to place the user’s fingers at a lower position than the user’s eye level.