Game Development Reference
In-Depth Information
Figure 12.26 Hierarchy in the “Spin Menu''
Figure 12.27 The TULIP menu
at the border between two elements of the ring, even an imperceptible movement is
sufficient to make a bad choice. Hence the idea of screening. It is also necessary to
note that the authors developed the system towards a hierarchical menu (Gerber &
Bechmann, 2005) by piling the hemispheres one on top of the other (Figure 12.26);
TULIP interface (Bowman et al., 2001). TULIP is a menu system using “pinch
gloves''. The menu appears (Figure 12.27), at your finger tips with a command
per finger and a possibility of hierarchisation. It should be noted that this solution
offers graphic selection and a gestural interface at the same time. It is therefore on
the border between these two approaches (see the gestural mode);
C 3 (Grosjean et al., 2001; Grosjean et al., 2002) is another interface for appli-
cation control proposed recently. The Command and Control Cube or C 3 tries
to take advantage of the third dimension mentioned above as a problem. C 3 is
inspired from a circular menu existing on a workstation: Marking Menus. Instead
of bringing this 2D solution directly to 3D, the authors extended the concept to
a third dimension. This involves a menu in the form of a cube sub-divided into
27 sub-cubes, each representing a command (Figure 12.28). The central cubicle
is a cancellation cubicle and the pointer controlled by the hand movements opens
in this cubicle. The user chooses a command by moving his hand and the associ-
ated pointer and then by selecting the corresponding sub-cube. C 3 uses the notion
of selection by orientation rather than by positioning, which was proven to be
more efficient by Kurtenbach and Buxton (1994). C 3 allows performances simi-
lar to “keyboard shortcuts'' using an “expert'' blind mode that is similar to the
gestural mode;
Search Nedrilad ::




Custom Search