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<article article-type="research-article">
  <front>
    <journal-meta>
      <journal-id journal-id-type="aggregator">72010604</journal-id>
      <journal-title>Electronic Imaging</journal-title>
      <issn pub-type="ppub">2470-1173</issn><issn pub-type="epub"></issn>
      <publisher>
        <publisher-name>Society for Imaging Science and Technology</publisher-name>
      </publisher>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="doi">10.2352/ISSN.2470-1173.2018.03.ERVR-450</article-id>
      <article-id pub-id-type="sici">2470-1173(20180128)2018:3L.4501;1-</article-id>
      <article-id pub-id-type="publisher-id">s7.phd</article-id>
      <article-id pub-id-type="other">/ist/ei/2018/00002018/00000003/art00007</article-id>
      <article-categories>
        <subj-group>
          <subject>Articles</subject>
        </subj-group>
      </article-categories>
      <title-group>
        <article-title>Continuous-Motion Text Input in Virtual Reality</article-title>
      </title-group>
      <contrib-group>
        <contrib>
          <name>
            <surname>Jimenez</surname>
            <given-names>Janis G.</given-names>
          </name>
        </contrib>
        <contrib>
          <name>
            <surname>Schulze</surname>
            <given-names>Jürgen P.</given-names>
          </name>
        </contrib>
      </contrib-group>
      <pub-date>
        <day>28</day>
        <month>01</month>
        <year>2018</year>
      </pub-date>
      <volume>2018</volume>
      <issue>3</issue>
      <fpage>450-1</fpage>
      <lpage>450-6</lpage>
      <permissions>
        <copyright-year>2018</copyright-year>
      </permissions>
      <abstract>
        <p>Text input in virtual reality is a problem that does not currently have a widely accepted standard method. As VR headsets have become more commonplace, text input has also become more important. Using a physical keyboard is not possible with a head-mounted display that blocks the users
 visual field. The two most popular solutions for text input in VR today are a virtual keyboard interfacing with VR controllers and voice recognition. However, they either require a handheld controller or a quiet environment. 3D-tracked controllers with a virtual keyboard can simulate a real
 keyboard to an extent, but they suffer from a lack of tactile feedback that makes typing slow and unintuitive. A more intuitive solution is a Swype or SwiftKey-like algorithm, where the path the users finger travels is used as input, as opposed to individually pressing each key. We implemented
 a prototype for the Oculus Rift with a Leap Motion controller on it that combines a novel continuous-motion text input method with hand gestures to demonstrate an all-purpose, intuitive method of text input. We compare it to state-of-the-art VR keyboard input with a virtual keyboard, as well
 as a head-directed input method.</p>
      </abstract>
    </article-meta>
  </front>
</article>
