SteamVR - Gaze Typing
The Gaze-Accelerated Controller (G.A.C.) Typing System is a design proposal for a system-level text input method for SteamVR, specifically intended to maximize the potential of the Steam Frame's eye-tracking and haptic controller capabilities.

This design aims to address the low speed, lack of haptic feedback, and physical fatigue currently inherent in VR typing.

The system's core function is based on a Gaze-Targeting + Controller-Confirmation principle, which separates the act of looking from the act of clicking:

Distant Character Zone (Eye Input): The system would project a virtual, layout-agnostic keyboard several feet away. Users target the desired key simply by looking at it, utilizing the Steam Frame's eye-tracking for fast, low-effort selection. The D.C.Z. would also include a top section for predictive suggestions, allowing for even quicker communication!

Close Action Zone (Hand Input): Key selection is confirmed by an instantaneous physical button presses—the controller triggers—rather than a slow dwell timer. This provides necessary haptic confirmation and ensures intentionality. When using hand tracking, as many users may try, buttons for shifting, selecting, and backspacing, the space bar, and more, would appear close to them in their VR space, allowing them to look at the D.C.Z. and press a button in VR to select, instead of relying on a controller.

The G.A.C. System proposes a dedicated, high-efficiency controller mapping:

- The Right Trigger would be assigned to Select/Confirm Letter.

- The Left Trigger would be assigned to Backspace/Delete for immediate error correction without breaking focus.

- The Lower/Grip Trigger (Hold) would function as a Shift/Capitalize modifier.

- A Face Button (A/X) would be dedicated to the Spacebar.

If implemented, this hybrid approach is projected to enable practiced users to achieve text entry speeds of 60–80 words per minute, transforming VR text input into a practical and comfortable utility for all SteamOS text fields. This method directly leverages the Steam Frame's hardware for a user-facing gain, evolving the eye-tracker's purpose beyond just foveated rendering.

-------------

This post was enhanced with A.I. | all ideas and suggestions from this post were of my original making, fed through an A.I. for a bit more precision in terms of formatting, or otherwise, making it readable.
最后由 Legionnaire 编辑于; 3 小时以前