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Thomas Guégan

dblp:247/4031 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2019
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 100%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input
text entry
0.412019
Text Typing in VR Using Smartphones Touchscreen and HMD · VR 2019
Interaction techniques and input › text entry
virtual reality typing
0.412019
Text Typing in VR Using Smartphones Touchscreen and HMD · VR 2019
Virtual and augmented reality › immersive display
head-mounted display
0.112019
Text Typing in VR Using Smartphones Touchscreen and HMD · VR 2019
Virtual and augmented reality
virtual environment
0.112019
Text Typing in VR Using Smartphones Touchscreen and HMD · VR 2019

Methods — techniques the papers use, named apart from their topics

user study · 0.8confirm-on-release paradigm · 0.8
YearPublicationVenuePosition
2019 Text Typing in VR Using Smartphones Touchscreen and HMD
abstract
In this work, we were interested in using smartphone touchscreen keyboard for text typing in virtual environments (VEs) with head-mounted display. We carried out an experiment comparing the smartphone to the ordinary devices: gamepad and HTC Vive Controllers. We represented the touchscreen keyboard in the VE with a virtual interface and the fingertips with tracked green circles. A confirm-on-release paradigm was employed for text typing. Results showed that the smartphone did not fully outperformed the other devices. However, unlike the other devices, smartphones users tended to correct progressively their error while typing thanks to their familiarity with the device.
Sabah Boustila, Thomas Guégan, Kazuki Takashima, Yoshifumi Kitamura
VR2