It’s a pretty big deal. Virtual Reality, especially its head-mounted implementation, is quite good at overriding its users’ sense of place and space. “Presence,” or the feeling of bodily being in a place where one knows to be not, is a powerful and compelling experience, but it has a downside: users experiencing it lose touch with their real physical environments. Exhibit A: Figure 1 (granted, there are some concerns that the following video clip was staged, but let’s pretend it’s for reals).
To prevent this kind of thing from happening — at least in most cases — Valve implemented a system called “Chaperone” into the SteamVR run-time framework that runs their and HTC’s Vive VR headset (and potentially other headsets, through Valve’s OpenVR layer). Continue reading →
Text entry in virtual environments is one of those old problems that never seem to get solved. The core issue, of course, is that users in VR either don’t have keyboards (because they are in a CAVE, say), or can’t effectively use the keyboard they do have (because they are wearing an HMD that obstructs their vision). To the latter point: I consider myself a decent touch typist (my main keyboard doesn’t even have key labels), but the moment I put on an HMD, that goes out the window. There’s an interesting research question right there — do typists need to see their keyboards in their peripheral vision to use them, even when they never look at them directly? — but that’s a topic for another post.
Until speech recognition becomes powerful and reliable enough to use as an exclusive method (and even then, imagining having to dictate “for(int i=0;i<numEntries&&entries[i].key!=searchKey;++i)” already gives me a headache), and until brain/computer interfaces are developed and we plug our computers directly into our heads, we’re stuck with other approaches.
Unsurprisingly, the go-to method for developers who don’t want to write a research paper on text entry, but just need text entry in their VR applications right now, and don’t have good middleware to back them up, is a virtual 3D QWERTY keyboard controlled by a 2D or 3D input device (see Figure 1). It’s familiar, straightforward to implement, and it can even be used to enter text.
Figure 1: Guilty as charged — a virtual keyboard in the Vrui toolkit, implemented as a GLMotif pop-up window with rows and columns of buttons.