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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>GazeFlick: A Practical Text Input Method for AR-HMD Combining Eye Gaze and Flick Gesture⋆</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Takumi Kishi</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yuichiro Fujimoto</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Ryukoku University</institution>
          ,
          <addr-line>1-5, Yokoya, Ooe-Cho, Seta, Otsu, Shiga, 520-2123</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Although research has been conducted for many years on text input while wearing a head-mounted display (HMD) for augmented reality (AR), a de facto standard has not yet been established. Many HMDs recently have begun to adopt GazePinch, a method for selecting distant objects by pinching with a finger while the user's gaze is fixed on the object. On the other hand, “flick input” is mainly used for inputting Japanese and other languages on smartphones, and it is known to be a fast text input method once the user gets used to it. In this study, we propose GazeFlick, a combination of GazePinch and flick input, as a new text input method for AR/VR-HMD. Preliminary experiments have confirmed a significant improvement in input speed compared to a hand ray method with a common virtual keyboard.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Augmented reality</kwd>
        <kwd>virtual reality</kwd>
        <kwd>text input</kwd>
        <kwd>eye gaze</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        input focuses on the fact that each Japanese character
(hiragana and katakana) can be grouped into five chunks,
Text input while wearing a head-mounted display (HMD) and only the primary keys for each group are displayed
for augmented reality (AR) and virtual reality (VR) has on the main screen. When the user touches each primary
been a longstanding issue in the field. When using key, the other keys in the group are displayed around it
AR/VR-HMDs while standing, traditional keyboards are and the key at the position where the user takes his/her
dificult to use, so alternatives are needed. As of 2024, ifnger of the screen is input. In other words, to input the
many AR/VR-HMDs have virtual keyboard functionality surrounding keys, the user must translate his/her finger
(a common QWERTY layout) as a standard text input either up, down, left, or right, which is called a “flick”
feature. Input is performed by performing a decision action. This is known to be a fast text input method once
operation (i.e., pressing a button on the controller or tap- the user gets used to it. This method can also be easily
ping a finger) with the ray from the VR controller or extended to other languages input, as long as some keys
actual hand against each key. For the majority of users can be grouped.
accustomed to the general QWERTY keyboard layout, In this research, we focus on GazePinch and flick input,
there is little major confusion, but there is a problem that and propose a new input method for AR-HMD that
comthe operation does not become much faster even if the bines them. Specifically, the appearance of the UI follows
user gets used to it. Many researchers and developers that of the UI for flick input, and only the main keys of
have made numerous proposals over the past decade in each group are displayed. When the user looks at one of
search of better operating methods (e.g., [
        <xref ref-type="bibr" rid="ref1 ref2 ref3 ref4">1, 2, 3, 4</xref>
        ]). How- them and performs a pinch motion (same as GazePinch),
ever, as of 2024, there is still no text input method that the other keys of that group are displayed above, below,
can become the de facto standard. left, or right of that main key. With the user’s thumb and
      </p>
      <p>
        The GazePinch [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], which determines the selection of index finger closed, move two fingers in any of the four
distant objects by pinch movements of the finger while directions (up, down, left, or right), and the key that was
the user’s gaze is directed toward the object, has begun to selected when the fingers were separated will be input.
be used in many devices (e.g., Microsoft HoloLens2 with We implemented the proposed method on HoloLens2 and
MRTK3, Apple Vision Pro, etc.). On the other hand, “flick conducted preliminary experiments comparing it with
input” is mainly used to input Japanese and other lan- the general method of using a hand ray and QWERTY
virguages on touchpad devices such as smartphones. Flick tual keyboard, and obtained promising results showing a
significant improvement in input speed.
      </p>
      <p>APMAR’24: The 16th Asia-Pacific Workshop on Mixed and Augmented
Reality, Nov. 29-30, 2024, Kyoto, Japan
* Corresponding author.
$ y210131@mail.ryukoku.ac.jp (T. Kishi); 2. Related Work
yfujimoto@rins.ryukoku.ac.jp (Y. Fujimoto)
 https://yfujimoto.cfbx.jp/ (Y. Fujimoto) There have been many methods proposed for text input
0000-0002-8270-2609 (Y. Fujimoto)
© 2024 Copyright for this paper by its authors. Use permitted under Creative Commons License on AR/VR-HMDs. In this section, we will discuss the
Attribution 4.0 International (CC BY 4.0). methods that are particularly relevant to this research,
focusing on recent years (from 2020 onwards).</p>
      <p>
        Streli et al. proposed TapType, which allows any flat
surface to be used as a pseudo-keyboard [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. In this
method, the user’s tapping motion on the flat surface is
decoded by an inertial sensor built into a wristband, and
is associated with the layout of the conventional
QWERTY keyboard. Lu et al. devised a method for entering
text without using the hands using an AR-HMD with
three types of gaze input (dwell, trajectory, and blinking).
      </p>
      <p>
        Interestingly, this method does not display a virtual
keyboard, but instead has the user operate it while imagining
a standard QWERTY keyboard. By combining these, it Figure 1: Overview of GazeFlick. The user is looking at it, and
overcomes the problem of arm fatigue during input and the key that has been pinched is changing to red. The sub-keys
the problem of the virtual keyboard blocking the real are expanding in the upper, lower, left and right directions.
environment [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>
        Several methods have been proposed to reduce the
efort required for direct input by introducing a proba- 3. Method
bility model. Fashimpaur et al. proposed the PinchType
method, which uses a standard QWERTY keyboard and 3.1. Idea
pinch gestures [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. All the keys are grouped into eight
types, corresponding to the eight fingers of the hand, The proposed method GazeFlick combines GazePinch [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]
including the thumb. Since there are more than eight and flick input (Figure 1). One factor that contributes
letters in the alphabet, there is some ambiguity, but this to the complexity of text entry is the number of inputs.
method dynamically resolves this ambiguity during input Especially in Japanese, it takes, on average, two Roman
by introducing a language model. Adhikary and Vertanen alphabet characters to input one character of the smallest
proposed a text input method that enables fast and error- unit (i.e., hiragana) in the most common Roman input
free text input by adding a function for automatically method. While this is not a major problem for physical
suggesting correction candidates using text context to a keyboards that allow high-speed input, it is fatal for
virgeneral virtual keyboard, and supporting these functions tual keyboards. On the other hand, there is a direct input
using speech recognition [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Dudley et al. proposed a method that displays all 45 types of characters in all the
keyboard that uses a probability model that allows for smallest units and allows the user to input them once,
the uncertainty of the imperfect hand tracking function but few Japanese prefer this method because it takes time
of consumer VR-HMDs. Using this, they compared the to find a large number of characters. On the other hand,
peak performance of the general input method of poking in smartphones, which contain similar problems, “flick
with the index finger and the long-distance input of ray input” solves these problems at the same time.
casting, and analyzed them in detail [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. It is assumed that the HMD worn by the user is a device
      </p>
      <p>
        Takahashi et al. have also introduced flicking as a that can perform eye-gaze measurement and hand
trackmethod of inputting Japanese for a VR-HMD [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. They ing. Each key is grouped by no more than five and has an
use a VR controller with a trackpad for flick input, in- ordering relationship among them. Only the youngest
stead of the GazePinch idea, which is diferent from us. key in the group is displayed on the screen (this is called
By using a trackpad, the operation is closer to flick input the primary key). First, as with GazePinch, the collision
on a smartphone, so when used by people with experi- between the gaze and the main key is determined by
meaence in flick input, it was shown that text can be input suring the gaze (Figure 2). When Gaze collides with a
faster than with a QWERTY keyboard using a ray. In specific primary key and a pinch operation (index finger
June 2024, Apple Vision Pro was launched in Japan, and and thumb in contact) is performed, other keys (called
a method similar to the proposed method was adopted subkeys) in the group are displayed in order in the four
for inputting Japanese. However, due to its special cam- locations to the left, above, right, and below the primary
era arrangement, Apple Vision Pro is capable of hand key. With the index finger and thumb in contact, moving
tracking over a much wider range and at a much faster the hand up, down, left or right from that position
highspeed than HoloLens2 and other HMDs. Furthermore, it lights the corresponding subkey. When the index finger
is known to have a fairly high level of accuracy in eye and thumb are released, the highlighted key is entered
tracking. This research is mainly based on the assump- and all sub keys disappear once. Alternatively, if the user
tion that HoloLens2 will be used as the device, and it will pinches the main key and then separates their thumb
be tuned as a text input method suitable for limited hand and forefinger without sliding their hand, the character
tracking and eye tracking performance. on the main key will be entered. The user repeats this
3.2. Implementation
Microsoft HoloLens2 was used for this implementation in
this paper. However, the proposed method can be easily
applied to other devices that are capable of eye
measurement and hand tracking. Unity2022.2.18f and MRTK3
(3.2.0) were used as the software for the implementation.
      </p>
      <p>As a use case, we have implemented hiragana input
for Japanese, but it can easily be replaced with other
languages as well. Hiragana is based on units of 46
characters, and is divided into 11 groups containing 5 or fewer
characters (Figure 3). In addition, there are characters
with voiced consonants and semi-voiced consonants
derived from them. After selecting each character using
pinch operation, the user can input the corresponding
voiced consonants by pushing his/her finger forward,
and he/she can input the corresponding semi-voiced
consonants by pulling his/her finger back.</p>
      <p>Pinching was based on the vertical plane of the HMD
position posture at the time of tapping, and was
recognized as an up/down or left/right movement when the
ifnger was moved beyond a certain distance (currently 50
mm) from it, respectively. The key that the user is
looking at is set to change to a color with higher brightness.</p>
      <p>During the pinch, the transparency of the other keys and
the back panel was increased to 10 % to make the key
that is being focused on stand out. After pinching, the
currently selected key changes to red to make it more
noticeable. The window in which the characters are
displayed is fixed at the world coordinate system position
that called it, and only follows when the user moves a lot
(i.e., Billboard display provided by MRTK). The detailed
parameter settings for implementation are as shown in
Table 1.
method) took 15.2 s. For (b) hiragana set (with voiced or
semi-voiced consonants), no alphanumeric characters),
Hand-ray took 21.2 s, and GazeFlick (proposed method)
took 16.9 s.</p>
      <p>The results showed that when used by experienced
users, the proposed method has the potential to enable
faster character input than hand-ray. In particular, when
entering characters that include voiced and semi-voiced
consonants, it was expected that the input speed with
GazeFlick would be somewhat slower because the
additional pinch gesture would need to be moved in the depth
direction, but the speed was almost same. In addition
to Japanese, the input of additional elements for certain
basic characters can be seen in multiple other languages
(Thai, Arabic, French, etc.). The fact that the proposed
method showed that it was possible to input voiced and
semi-voiced consonants smoothly without significantly
reducing the movement speed is expected to be beneficial
in the use of these multiple languages as well.</p>
    </sec>
    <sec id="sec-2">
      <title>5. Summary and Future Work</title>
      <p>In this study, we proposed GazeFlick as a method of
entering text that is an extension of GazePinch, which uses
eye movement and flicking. Preliminary experiments
(with only one person) showed that, with practice, this
method could be 20 % to 30 % faster than the
conventional hand-ray method. In the future, we plan to conduct
formal user studies and clarify the applicability of the
system to multiple languages (particularly English).</p>
    </sec>
    <sec id="sec-3">
      <title>Acknowledgments</title>
      <p>This work was partially supported by JSPS KAKENHI
Grant Number JP22K12127.</p>
    </sec>
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