头部凝视和提交Head-gaze and commit
"注视" 和 "提交" 输入 模型是一 种特殊情况，涉及到对象以用户头方向为目标。Head-gaze and commit is a special case of the gaze and commit input model that involves targeting an object with a users head direction. 您可以使用辅助输入来操作目标，例如，手型手势和 "选择" 语音命令。You can act on the target with a secondary input, such as the hand gesture air tap or "Select" voice command.
|输入模型Input model||HoloLens（第 1 代）HoloLens (1st gen)||HoloLens 2HoloLens 2||沉浸式头戴显示设备Immersive headsets|
|头部凝视和提交Head-gaze and commit||✔️ 推荐✔️ Recommended||✔️推荐（第三个选择 - 查看其他选项）✔️ Recommended (third choice - See the other options)||➕ 备用选项➕ Alternate option|
目标大小调整和反馈Target sizing and feedback
一直看着头注视向量，可用于精细定位，但通常最适用于毛目标-获取更大的目标。The head gaze vector has been shown repeatedly to be usable for fine targeting, but often works best for gross targeting--acquiring larger targets. 1度到1.5 度的最小目标大小允许成功的用户操作在大多数情况下，尽管目标为3度，但通常允许更高的速度。Minimum target sizes of 1 degree to 1.5 degrees allow successful user actions in most scenarios, though targets of 3 degrees often allow for greater speed. 用户的目标大小实际上是一个二维区域，即使对于3D 元素也是如此。The size that the user targets is effectively a 2D area even for 3D elements--whichever projection is facing them should be the targetable area. 提供一些突出的提示，指出某个元素处于 "活动" 状态， (用户为其设定目标) 很有用。Providing some salient cue that an element is "active" (that the user is targeting it) is helpful. 这可能包括处理方式（如可见的 "悬停" 效果、音频突出显示或单击），或通过元素清晰显示光标。This can include treatments like visible "hover" effects, audio highlights or clicks, or clear alignment of a cursor with an element.
最佳目标大小，以2米到远处Optimal target size at 2-meter distance
突出显示凝视目标对象的示例An example of highlighting a gaze targeted object
用户经常无法在其视图字段中找到太高或较低的 UI 元素。Users often fail to find UI elements located either too high or low in their field of view. 其中的大多数关注点在其主要关注点的周围，这大致在目视。Most of their attention ends up on areas around their main focus, which is approximately at eye level. 将大多数目标放在视平线位置附近的某个合理范围内可能有所帮助。Placing most targets in some reasonable band around eye level can help. 在任何时候，用户都可以专注于一个相对较小的视觉区域 (在视觉上，) 将视觉对象组合在一起，将 UI 元素分组到它们在概念上的相关程度，可以在用户将其看起来通过某个区域时，使用从项目到项目的 attentional。Given the tendency for users to focus on a relatively small visual area at any time (the attentional cone of vision is roughly 10 degrees), grouping UI elements together to the degree they're related conceptually can use attention-chaining behaviors from item to item as a user moves their gaze through an area. 在设计 UI 时，请注意 HoloLens 和沉浸式头戴显示设备之间视野的巨大差异。When designing UI, keep in mind the potential large variation in field of view between HoloLens and immersive headsets.
在 Galaxy Explorer 中使用分组 UI 元素简化凝视目标设定的示例An example of grouped UI elements for easier gaze targeting in Galaxy Explorer
改进目标设定行为Improving targeting behaviors
如果用户意向面向某个对象，则可以确定或将其视为非常近似，这有助于接受接近的未命中交互尝试，就好像它们的目标是正确的一样。If user intent to target something can be determined or closely approximated, it can be helpful to accept near miss interaction attempts as though they were targeted correctly. 下面是一些可在混合现实体验中结合使用的成功方法：Here's a handful of successful methods that can be incorporated in mixed reality experiences:
头部凝视防抖动（“重力井”）Head-gaze stabilization ("gravity wells")
这应该是最多或全部开启。This should be turned on most or all of the time. 此方法可删除用户可能出于移动原因而移动的自然头和抖动。This technique removes the natural head and neck jitters that users might have as well movement because of looking and speaking behaviors.
最邻近链接算法Closest link algorithms
这些算法最适用于具有稀疏交互式内容的区域。These algorithms work best in areas with sparse interactive content. 如果很有可能确定用户尝试与之交互的概率很高，则可以通过假定某些级别来补充其目标功能。If there's a high probability that you can determine what a user was attempting to interact with, you can supplement their targeting abilities by assuming some level of intent.
Backdating 和 postdating 操作Backdating and postdating actions
此机制非常适合需要快速完成的任务。This mechanism is useful in tasks requiring speed. 当用户在一系列目标和激活设法使其的同时进行时，可以采用某种目的。When a user is moving through a series of targeting and activation maneuvers at speed, it's useful to assume some intent. 这对于在早期测试) 生效之前/之后（ (50 ms 之前/之后），允许缺少的步骤对用户具有特别关注的目标有很大的作用。It's also useful to allow missed steps to act on targets that the user had in focus slightly before or slightly after the tap (50 ms before/after was effective in early testing).
这种机制对于路径移动非常有用，因为自然的移动特征会降低轻微的抖动和 wobbles。This mechanism is useful for pathing movements, reducing the slight jitter and wobbles because of natural head movement characteristics. 对路径运动进行平滑处理时，按移动的大小和距离而不是一段时间来平滑。When smoothing over pathing motions, smooth by the size and distance of movements rather than over time.
此机制可被视为最近的链接算法的更通用版本，即根据目标绘制游标，或者只是直观或不增加 hitboxes，因为用户通过使用一些交互式布局了解来更好地利用用户意图来实现目标。This mechanism can be thought of as a more general version of closest link algorithms--drawing a cursor toward a target or simply increasing hitboxes, whether visibly or not, as users approach likely targets by using some knowledge of the interactive layout to better approach user intent. 这对于小型目标可能非常强大。This can be powerful for small targets.
确定要为其提供哪些邻近的交互式元素时，焦点到，焦点将为当前聚焦的元素提供偏移。When determining which nearby interactive elements to give, focus to, focus stickiness provides a bias to the element that is currently focused. 当在两个元素之间的中间点处浮动时，这有助于减少不稳定的焦点切换行为。This helps reduce erratic focus switching behaviors when floating at a midpoint between two elements with natural noise.