Selection-based text entry In Virtual Reality

Marco Speicher, Anna Maria Feit, Pascal Ziegler, Antonio Krüger

    Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

    79 Citations (Scopus)
    413 Downloads (Pure)


    In recent years, Virtual Reality (VR) and 3D User Interfaces (3DUI) have seen a drastic increase in popularity, especially in terms of consumer-ready hardware and software. While the technology for input as well as output devices is market ready, only a few solutions for text input exist, and empirical knowledge about performance and user preferences is lacking. In this paper, we study text entry in VR by selecting characters on a virtual keyboard. We discuss the design space for assessing selection-based text entry in VR. Then, we implement six methods that span different parts of the design space and evaluate their performance and user preferences. Our results show that pointing using tracked hand-held controllers outperforms all other methods. Other methods such as head pointing can be viable alternatives depending on available resources. We summarize our findings by formulating guidelines for choosing optimal virtual keyboard text entry methods in VR.

    Original languageEnglish
    Title of host publicationCHI '18 Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
    ISBN (Electronic)978-1-4503-5620-6
    Publication statusPublished - 20 Apr 2018
    MoE publication typeA4 Article in a conference publication
    EventACM SIGCHI Annual Conference on Human Factors in Computing Systems - Palais des Congrès de Montréal, Montreal, Canada
    Duration: 21 Apr 201826 Apr 2018
    Conference number: 36


    ConferenceACM SIGCHI Annual Conference on Human Factors in Computing Systems
    Abbreviated titleCHI
    Internet address


    • Mid-air
    • Pointing
    • Task performance
    • Text entry
    • User experience
    • Virtual Reality


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