Game Development Reference
In-Depth Information
Figure 12.12 Taxonomy of interfaces for movement
we propose enhancing this taxonomy (see Figure 12.12) by adding a more fundamental
notion related to the mode of control used by the user. There are three modes of control:
continuous , discrete and programmed . We will also endeavour to shed additional light
on the number of views used for the control of movement, their egocentric or exocentric
character, and the reference points used. These notions are of great importance for
evaluating solutions proposed and mainly for construction of the cognitive map and
wayfinding (see section 12.3).
The first level of taxonomy represents the mode of control. There are three modes:
Continuous control . Movement is continuous, controlled in real time and con-
stantly by the user as his actions are immediately retranscribed on his movement;
Discrete control . Movement is continuous, controlled by the user in real time but
in a discrete manner, i.e. the user provides key positions;
Programmed control . Movement is continuous but is no longer controlled in real
time. It involves two phases: a first phase of identification of movement by the
user, followed by a phase of execution of movement by the system.
12.4.2 Continuous control
Continuous control is the most relevant mode within the framework of virtual reality
where interaction in real time is one of the fundamental principles. It is also the mode
that has initiated the most research and, as a result, the mode that provides maximum
These techniques follow three different situations: movement of the user in the
world , movement of the world with respect to the user and movement of the viewpoint . Movement of the person in the world
Movement of the person in the world is the most intuitive case with respect to the
real situation. There are four categories of solutions. The first two, directly inspired
Search Nedrilad ::

Custom Search