光标提供持续的反馈,其中基于耳机认为用户当前焦点在给定时间的位置。A cursor provides continuous feedback based on where the headset believes a users current focus is at a given time. 光标反馈包括虚拟环境中的哪些区域、全息图或点对输入的响应。Cursor feedback includes what area, hologram, or point in the virtual environment responds to input. 尽管光标是设备理解用户注意的数字表示形式,但这与确定用户的意图并不相同。Even though the cursor is a digital representation of where the device understands the user's attention to be, that's not the same as determining the user's intentions. 光标反馈还允许用户了解系统对预期的响应。The cursor feedback also lets users know what system responses to expect. 你可以使用反馈将其意图传达给设备,从而提高用户信心。You can use the feedback to communicate their intention to the device, which increases user confidence.

有三种类型的游标: 手指、光线打印头There are 3 kinds of cursors: finger, ray, and head-gaze. 这些指针在 HoloLens、HoloLens 2 和沉浸式耳机上使用不同的输入情态。These pointing cursors work with different input modalities on HoloLens, HoloLens 2, and immersive headsets. 下面是针对每种类型的耳机和交互模型使用哪种类型的游标的指导。Below is guidance on which type of cursor to use for each type of headset and interaction model. 在混合现实工具包中 (MRTK) ,我们已创建了拖放游标模块,以帮助你生成正确的指针体验。In the Mixed Reality Toolkit (MRTK), we've created drag-and-drop cursors modules to help you build the right pointing experience.

设备支持Device support

功能Feature HoloLens(第 1 代)HoloLens (1st gen) HoloLens 2HoloLens 2 沉浸式头戴显示设备Immersive headsets
手指光标Finger cursor ✔️✔️
Ray 光标Ray cursor ✔️✔️ ✔️✔️
打印头光标Head-gaze cursor ✔️✔️ ✔️✔️ ✔️✔️

手指光标Finger cursor

Finger 游标仅在 HoloLens 2 上提供,用于增强 "直接操作" 交互模式。The finger cursor is only available on the HoloLens 2 to enhance the "direct manipulation with hands" interaction mode. 我们已将振铃连接到两个食指,以更好地了解手指指向的位置。We've attached rings to the tips of both index fingers to better understand where the finger is pointing. 环形大小基于向 UI 表面显示的手指的邻近点,当手指接触 UI 时,该大小将缩小为小点。The ring size is based on the proximity of the finger to the UI surface, which shrinks to a small dot when the finger touches the UI. 手指越接近,环越小。The closer the finger, the smaller the ring.

手指光标finger cursor
Finger cursor 1 的视觉反馈状态 :环形收缩为点。Visual feedback states of finger cursor 1: The ring shrinks to a dot. 2:环形与图面对齐。2: The ring aligns with surface. 3:环与 finger 矢量垂直。3: The ring is perpendicular to finger vector. 4:无环。4: No ring.

Ray 光标Ray cursor

Ray 光标连接到最靠近的光线的末尾,以允许对不是手接触的对象进行操作。Ray cursors attach to the end of far pointing rays to allow manipulation of objects that are out of hands-reach. 在沉浸式耳机中,从运动控制器开始,并以点光标结束。In immersive headsets, the rays shoot out from motion controllers and end in dot cursors. 在 HoloLens 2 中,我们应用了这些运动控制器光线的心理模型,并在与直接操作中使用的 finger 光标保持一致的不要和结尾处,为其设计的手写光线。In HoloLens 2, we apply the mental model of these motion controller rays and designed hand rays that originate from the palms and end in ring-shaped cursors that are consistent with finger cursors used in direct manipulation.

Ray cursor 控制器Ray cursor controller
运动控制器的光线光标Ray cursors of motion controllers

Ray 光标手Ray cursor hand
免提的光线光标Ray cursors of hands

打印头光标Head-gaze cursor

打印头光标是一个点,用于连接到使用点的位置和旋转点的不可见的端面向量。The head-gaze cursor is a dot that attaches to the end of an invisible head-gaze vector that uses the position and rotation of the head to point. 若要执行操作,请将指针光标与各种提交输入(如分流、语音命令、停留和按钮按下)配对。To execute actions, this pointing cursor is paired with various commit inputs such as air tap, voice commands, dwell, and button press. 在 HoloLens 2 中,打印头最适用于不是点击的任何提交输入,因为这会在空中分流和远手光线之间发生交互冲突。In HoloLens 2, head-gaze is best paired with any commit input that isn't air tap, as there will be interaction conflict between air tap and far hand rays.

打印头的光标手Head gaze cursor hand
带有手动手势的打印头Head-gaze cursor with hand gesture

打印头光标声音Head gaze cursor voice
带有声音命令的头盔光标Head-gaze cursor with voice command

游标自定义建议Cursor customization recommendations

如果要自定义游标反馈行为和外观,以下是一些设计建议:If you would like to customize the cursor feedback behaviors and appearances, here are some design recommendations:

游标刻度Cursor scale

  • 光标不应大于可用目标,从而使用户可以轻松地与内容交互并查看内容。The cursor should be no larger than the available targets, allowing users to easily interact with and view the content.
  • 根据您创建的体验,在用户看起来时缩放光标也是一个重要的考虑因素。Depending on the experience you create, scaling the cursor as the user looks around is also an important consideration. 例如,当用户看到你的体验时,光标不应太小以致丢失。For example, as the user looks further away in your experience, the cursor shouldn't become too small such that it's lost.
  • 缩放光标时,请考虑将软动画应用到它,因为它会进行缩放以使其成为一种有机感觉。When scaling the cursor, consider applying a soft animation to it as it scales to give it an organic feeling.
  • 避免阻碍内容。Avoid obstructing content. 全息影像使体验更加容易,并且光标不应从它们中消失。Holograms are what make the experience memorable and the cursor shouldn't be taking away from them.

Directionless 光标形状Directionless cursor shape

  • 尽管没有一个右光标形状,但建议使用 directionless 形状(如圆环图)。Although there's no one right cursor shape, we recommend that you use a directionless shape like a torus. 在某些方向上指向 (例如,传统的箭头光标) 的游标可能会使用户感到困惑。A cursor that points in some direction (For example, a traditional arrow cursor) might confuse the user to always look that way.
  • 当使用游标向用户传达交互指令时,会出现这种情况的例外情况。An exception to this is when using the cursor to communicate interaction instruction to the user. 例如,在混合现实操作系统中缩放全息影像时,光标暂时会包括一些箭头,指导用户如何移动其手来缩放全息影像。For example, when scaling holograms in the Mixed Reality OS, the cursor temporarily includes arrows that instructs the user on how to move their hand to scale the hologram.

外观Look and feel

  • 环形或圆环图游标适用于许多应用程序。A donut or torus shaped cursor works for many applications.
  • 选择最能代表您正在创建的体验的颜色和形状。Pick a color and shape that best represents the experience you're creating.
  • 游标特别容易出现 颜色分离Cursors are especially prone to color separation.
  • 具有均衡不透明度的小游标将使其具有信息性,而无需占据视觉层次结构。A small cursor with balanced opacity keeps it informative without dominating the visual hierarchy.
  • 请 cognizant 在游标后面使用阴影或突出显示,因为它们可能会妨碍内容和对任务的注意力。Be cognizant of using shadows or highlights behind your cursor as they might obstruct content and distract from the task at hand.
  • 光标应与应用中的表面对齐并向其展示。Cursors should align to and hug the surfaces in your app. 用户会感觉到系统可以看到的位置,但系统也知道其周围的位置。Users will have a feeling that the system can see where they're looking, but also that the system is aware of their surroundings. 例如,混合现实操作系统中的光标与用户世界的表面保持一致,即使用户没有直接在全息图上查看,也可以感觉到世界的认知。For example, the cursor in the Mixed Reality OS aligns to the surfaces of the user's world, creating a feeling of awareness of the world even when the user isn't looking directly at a hologram.
  • 将光标移到靠近用户的位置时,会将光标锁定到交互元素,从而有助于提高用户在使用选择操作时与该元素交互的置信度。Magnetically locking the cursor to an interactive element when it's close to the user can help improve confidence that user will interact with that element when they use a selection action.

视觉提示Visual cues

  • 如果你的体验侧重于单个全息图,则当你看起来远离该全息图时,光标应该只与全息图和改变形状对齐。If your experience is focused on a single hologram, your cursor should align and hug only that hologram and change shape when you look away from that hologram. 这可以向用户传达全息影像是可操作的,并且可以与之进行交互。This can convey to the user that the hologram is actionable and they can interact with it.
  • 如果你的应用程序使用空间映射,则光标可能会对齐并向其看到的每个表面显示。If your application uses spatial mapping, then your cursor could align and hug every surface it sees. 这会向 HoloLens 和你的应用程序可以看到其空间的用户提供反馈。This gives feedback to the users that HoloLens and your application can see their space. 这就是一个事实,那就是全息影像非常真实,并可帮助您弥补现实和虚拟之间的差距。This reinforces the fact that holograms are real and in our world and helps bridge the gap between real and virtual.
  • 在视图中没有全息影像或曲面时,了解光标应执行的操作。Have an idea of what the cursor should do when there are no holograms or surfaces in view. 将其放置在用户前面预先确定的距离上是一种选择。Placing it at a predetermined distance in front of the user is one option.

可能的操作Possible actions

  • 光标可由不同的图标表示,以传达全息图可以执行的操作,例如缩放或旋转。The cursor can be represented by different icons to convey possible actions a hologram can do, such as scaling or rotation.
  • 仅在游标中添加了其他内容时,才添加其他信息。Only add extra information on the cursor if it means something to the user. 否则,用户可能不会注意到状态发生更改,也可能会使光标混淆。Otherwise, users might either not notice the state changes or get confused by the cursor.

输入状态Input state

  • 可以使用光标显示用户的输入状态或意向。We could use the cursor to display the user's input state or intent. 例如,我们可以显示一个图标,告诉用户系统看到其手状态,并且应用程序知道他们已准备好采取措施。For example, we could display an icon telling the user the system sees their hand state and that the application knows they're ready to take action.

  • 我们还可以使用光标向用户显示系统通过暂时颜色更改发出声音命令We could also use the cursor to show users that voice commands have been heard by the system via a momentary color change

  • 可以通过不同的方式实现以下游标状态。The following cursor states can be implemented in different ways. 您可以通过对游标(如状态机)进行建模来实现这些不同的状态。You might implement these different states by modeling the cursor like a state machine. 例如:For example:

    • 空闲状态是显示默认光标的位置。Idle state is where you show the default cursor.
    • "就绪" 状态是指检测到用户在准备就绪的位置。Ready state is when you've detected the user's hand in the ready position.
    • 交互状态是指用户正在执行特定交互。Interaction state is when the user is doing a particular interaction.
    • 当你传达可以在全息图上执行的可能操作时,可能的操作状态或悬停状态。Possible Actions state or hover state is when you convey possible actions that can be performed on a hologram.

你还可以在检测到不同状态时,以一种可实现外观的方式实现这些状态以显示不同的图片资产。You could also implement these states in a skin-able manner to display different art assets when you detect different states.

转到 "无游标"Going "cursor-free"

如果浸入式是体验的关键组件,并且 (在通过注视和手势) 不需要很高的精度时,建议不使用游标进行设计。Designing without a cursor is recommended when the sense of immersion is a key component of an experience and when pointing interactions (through gaze and gesture) don't require great precision. 系统仍然需要满足游标的一般要求:向用户提供对系统对其指向的了解的持续反馈,并帮助他们将他们的意图传达给系统。The system still needs to meet the normal requirements of a cursor: providing users with continuous feedback on the system's understanding of their pointing, and helping them to communicate their intentions to the system. 这可以通过其他明显的状态更改实现。This may be achievable through other noticeable state changes.

MRTK 中的光标 (混合现实工具包) 适用于 UnityCursor in MRTK (Mixed Reality Toolkit) for Unity

默认情况下, MRTK提供与 shell 的系统游标具有相同可视状态的 Prefab (DefaultCursor) prefab。By default, MRTK provides a cursor prefab(DefaultCursor.prefab) which has the same visual state as the shell's system cursor. 它在 MRTK 的输入配置文件的 "指针" 下分配。It's assigned in MRTK's Input profile, under Pointers. 您可以根据自己的经验来替换/自定义此光标。You can replace/customize this cursor for your experience. 对于目视跟踪输入经验,MRTK 还提供了 EyeGazeCursor,它具有微妙的视觉对象,可将干扰降到最低。For the experience with eye-tracking input, MRTK also provides EyeGazeCursor, which has subtle visual to minimize the distraction.

另请参阅See also