Lecture 10 (Input Mechanisms) Flashcards
1
Q
Keyboard
A
*** Is this really needed? Fill out later if, can be bothered
2
Q
Wtf is Eye-Tracking?
A
- Control interface through eye gaze direction
- e.g. look at the menu item for 3 seconds to select it
- Uses a very low power laser beam reflected off the retina
- Potential for hands-free control
- Cheaper and lower accuracy devices available sit under the screen like a small web camera
3
Q
Why are touch controls good?
A
- Speed
- Faster in many operations when compared to a traditional keyboard or mouse
- Ease of use
- Intuitive, requires less coordination
- Accessibility
- Helps users with physical limitations when they interact with devices
- Device size
- Saves space, more area to interact
4
Q
Design suggestions for touch controls?
A
- Provide visual feedback for interactions of all types
- Optimize targeting by adjusting touch target size, contact geometry, scrubbing and rocking
- Provide tooltips and handles to help improve touch accuracy for tightly placed UI items
5
Q
Unity Touch instance attributes?
A
*** Refer to notes
6
Q
Wtf is pinch & zoom?
A
More complex gestures such as ‘pinch & zoom’ can be calculated using the different Touch instances
7
Q
Formula for pinch & zoom / touch?
A
*** Refer to notes
8
Q
What sensors are available for most mobile devices that can be used as game inputs?
A
- Ambient light sensor
- Accelerometer
- Gyroscope (for measuring angular velocity)
- GPS
- Proximity sensors
- Compass
- Others
9
Q
Wtf is an Accelerometer?
A
- Probably the most useful sensor for gameplay
- Measures acceleration along the three principal axis
- Unity will handle changes in orientation for you, but other frameworks you use may not do so
10
Q
Wtf is a Gyroscope?
A
Senses angular velocity produced by the sensor’s own movement?
- Detect roll, yaw, pitch