Lecture 10 (Input Mechanisms) Flashcards

1
Q

Keyboard

A

*** Is this really needed? Fill out later if, can be bothered

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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
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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
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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
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5
Q

Unity Touch instance attributes?

A

*** Refer to notes

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6
Q

Wtf is pinch & zoom?

A

More complex gestures such as ‘pinch & zoom’ can be calculated using the different Touch instances

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7
Q

Formula for pinch & zoom / touch?

A

*** Refer to notes

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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
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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
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10
Q

Wtf is a Gyroscope?

A

Senses angular velocity produced by the sensor’s own movement?
- Detect roll, yaw, pitch

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