Pointman (user interface): Difference between revisions

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== How Pointman Works ==
 
[[File:Pointman Input Devices (Sketch).png|thumb|left|upright=1.2]] Pointman seeks to enhance the level of control provided by conventional desktop and console game controllers by engaging the user's whole body to control corresponding segments of the avatar's body.<ref name=Templeman_IITSEC>{{cite journal|last=Templeman|first=J.|author2=Denbrook, P.|title=Enhancing Realism in Desktop Interfaces for Dismounted Infantry Simulation|journal=Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC)|date=2012}}</ref><ref name=Templeman_ISHS>{{cite journal|last=Templeman|first=J.|author2=Denbrook, P.|title=Pointman: a User Interface for Dismounted Infantry Simulation|journal=Proceedings of the International Summit on Human Simulation|date=2012|pages=95–105}}</ref><ref name=NRL_Review>{{cite journal|last=Templeman|first=J.N.|author2=Sibert, L.E. |author3=Page, R.C. |author4=Denbrook, P.S. |title=Pointman Turning Virtual Reality into a More Realistic and Effective Infantry Training Ground|journal=NRL Review|date=2009|pages=60–65}}</ref><ref name=Biron>{{cite web|last=Biron|first=Lauren|title=Pointman Adds Head, Leg Motion to PC Sim|url=http://www.defensenews.com/article/20130102/TSJ01/301020001/Pointman-Adds-Head-Leg-Motion-PC-Sim|publisher=Defense News|accessdate=2 January 2013}}</ref> The user employs his head and upper body to control looking and aiming, as well as leaning to duck and peek around cover. He uses his hands to operate virtual weapons and direct tactical movement, and he uses his feet for stepping and controlling his avatar's postural height.<ref name=Templeman_IITSEC /><ref name=Templeman_ISHS />
 
Pointman uses a set of three consumer grade input devices: a [[TrackIR|Natural Point TrackIR 5]] head tracker, a [[DualShock 3|Sony DualShock 3]] gamepad, and a pair of flight simulator foot pedals from CH Products.<ref name=Templeman_IITSEC /> The additional input from the head and feet offloads the hands from having to control the entire avatar and allows for a more natural assignment of control. Together, the three input devices offer twelve independent channels of control over the avatar's posture.<ref name=IITSEC_slides />