kth.sePublications KTH
Change search
Link to record
Permanent link

Direct link
Publications (4 of 4) Show all publications
Azzez, K., Matviienko, A. & Meixner, G. (2025). Exploring Virtual Keyboards for Text Entry in Virtual Reality. In: Tareq Z. Ahram, Waldemar Karwowski, Pei-Luen Rau (Ed.), Human-Computer Interaction & Emerging Technologies: (pp. 103-114). AHFE International, 195
Open this publication in new window or tab >>Exploring Virtual Keyboards for Text Entry in Virtual Reality
2025 (English)In: Human-Computer Interaction & Emerging Technologies / [ed] Tareq Z. Ahram, Waldemar Karwowski, Pei-Luen Rau, AHFE International , 2025, Vol. 195, p. 103-114Chapter in book (Other academic)
Abstract [en]

As Virtual Reality enters professional domains, efficient text entry remains challenging due to limited tactile feedback and ergonomics. We present a novel Virtual Reality keyboard that integrates a smartphone-like layout, hover effects, dynamic colors, haptic feedback (SenseGlove Nova 2), auditory cues, and a key-weighting mechanism. In a study (N = 11), our design was compared with a curved MRTK keyboard. Although the MRTK keyboard yielded faster speeds (8.99 vs. 7.47 WPM) and higher accuracy (92.14% vs. 86.85%), our custom design offered a more engaging and ergonomic experience with improved comfort over prolonged use. These findings underscore the potential of multimodal feedback for advancing VR text entry.

Place, publisher, year, edition, pages
AHFE International, 2025
Keywords
Adaptive typing, Haptic interactions, Immersive user experience, Multimodal feedback, VR keyboard design
National Category
Human Computer Interaction Other Engineering and Technologies Robotics and automation
Identifiers
urn:nbn:se:kth:diva-378248 (URN)10.54941/ahfe1006228 (DOI)2-s2.0-105031277739 (Scopus ID)
Note

Part of ISBN 9781964867717

QC 20260317

Available from: 2026-03-17 Created: 2026-03-17 Last updated: 2026-03-17Bibliographically approved
De Luca, G., Benvenuti, M., Blume, F., Baeyens, D., Meixner, G., Khau, T. & Mazzoni, E. (2025). Immersive Virtual Reality as educational resource. In: Wright, M F (Ed.), Research Handbook on Cyberpsychology: (pp. 221-251). Edward Elgar Publishing
Open this publication in new window or tab >>Immersive Virtual Reality as educational resource
Show others...
2025 (English)In: Research Handbook on Cyberpsychology / [ed] Wright, M F, Edward Elgar Publishing , 2025, p. 221-251Chapter in book (Refereed)
Place, publisher, year, edition, pages
Edward Elgar Publishing, 2025
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:kth:diva-386031 (URN)10.4337/9781803929484.00014 (DOI)001722614700010 ()2-s2.0-105031553989 (Scopus ID)
Note

QC 20260723

Available from: 2026-07-23 Created: 2026-07-23 Last updated: 2026-07-23Bibliographically approved
Mauer, S. T., Ködel, L., Ertl, L., Flaig, D., Hedlund, M. & Meixner, G. (2024). A Novel Approach for Software 3D-Debugging in Virtual Reality. In: Virtual, Augmented and Mixed Reality - 16th International Conference, VAMR 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Proceedings: . Paper presented at 16th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2024, held as part of the 26th HCI International Conference, HCII 2024, Washington, United States of America, Jun 29 2024 - Jul 4 2024 (pp. 235-251). Springer Nature
Open this publication in new window or tab >>A Novel Approach for Software 3D-Debugging in Virtual Reality
Show others...
2024 (English)In: Virtual, Augmented and Mixed Reality - 16th International Conference, VAMR 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Proceedings, Springer Nature , 2024, p. 235-251Conference paper, Published paper (Refereed)
Abstract [en]

This paper introduces a novel concept of virtual 3D debugging in software development, motivated by mental model research in information studies and cognitive design elements. The main goal is to improve the debugging process by allowing programmers to navigate and visualize code in a virtual 3D environment, thereby supporting the construction of the programmers mental model during software exploration. The paper also present the findings of an exploratory study of participants mental models of an academic information system. Participants used our 3D debugging prototype for a debugging procedure as part of the process of making sense of their experiences. Furthermore, software developers often struggle with debugging. Comprehension of the program structure or the underlying processes can be problematic especially as programs become more complex, or if a person is unfamiliar with the source code. Debugging is an essential part of the software development process, and this paper aims to address this challenge using innovative methods.

Place, publisher, year, edition, pages
Springer Nature, 2024
Keywords
3d Debugging, Debugging, Programming, Unity, Virtual reality
National Category
Other Computer and Information Science
Identifiers
urn:nbn:se:kth:diva-348772 (URN)10.1007/978-3-031-61047-9_16 (DOI)001280592400016 ()2-s2.0-85196287898 (Scopus ID)
Conference
16th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2024, held as part of the 26th HCI International Conference, HCII 2024, Washington, United States of America, Jun 29 2024 - Jul 4 2024
Note

Part of ISBN 9783031610462

QC 20240701

Available from: 2024-06-27 Created: 2024-06-27 Last updated: 2024-09-12Bibliographically approved
Hedlund, M., Bogdan, C. M. & Meixner, G. (2022). Creating a Post-sedentary Work Context for Software Engineering. In: IFIP Conference on Human-Computer Interaction INTERACT 2021: . Paper presented at IFIP Conference on Human-Computer Interaction INTERACT 2021, 30 August 2021 through 3 September 2021 (pp. 123-138). Springer Nature
Open this publication in new window or tab >>Creating a Post-sedentary Work Context for Software Engineering
2022 (English)In: IFIP Conference on Human-Computer Interaction INTERACT 2021, Springer Nature , 2022, p. 123-138Conference paper, Published paper (Refereed)
Abstract [en]

Software engineers are sedentary and need technological help for a more healthy life. Current software engineering tasks are mostly confined to the standard sedentary desktop user interface. We believe that software engineering should be restructured so that it offers a non-sedentary alternative. In this paper, we describe a new research approach, called Post-sedentary Software Engineering. Our ambition with this approach is to provide an alternative, healthier work context without decreasing productivity. We take a spatial approach to post-sedentary tool design, starting from the assumption an interactive 3D environment with appropriate metaphors is necessary for full body movement. We discuss available technologies for achieving this goal and outline four studies that incorporate the software engineering phases of code comprehension, code creation and debugging in a non-sedentary context. 

Place, publisher, year, edition, pages
Springer Nature, 2022
Series
Lecture Notes in Computer Science
Keywords
Metaphor, Post-sedentary, Sedentary, Software engineering, Spatial, Program debugging, 'current, Desktop user interface, Engineering tasks, Research approach, Sedentary work, Tool designs, User interfaces
National Category
Software Engineering
Identifiers
urn:nbn:se:kth:diva-322407 (URN)10.1007/978-3-030-98388-8_12 (DOI)000922037600012 ()2-s2.0-85127145460 (Scopus ID)
Conference
IFIP Conference on Human-Computer Interaction INTERACT 2021, 30 August 2021 through 3 September 2021
Note

QC 20230307

Available from: 2022-12-14 Created: 2022-12-14 Last updated: 2023-03-07Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0001-9550-7418

Search in DiVA

Show all publications