頭部注視並認可Head-gaze and commit

「注視」和「認可」是「注視」和「認可」輸入模型的特殊案例,其中牽涉到以使用者為目標的物件。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. 您可以使用次要輸入來處理目標,例如手勢的點擊或「選取」語音命令。You can act on the target with a secondary input, such as the hand gesture air tap or "Select" voice command.

裝置支援Device support

輸入模型Input model HoloLens (第 1 代)HoloLens (1st gen) HoloLens 2HoloLens 2 沉浸式頭戴裝置Immersive headsets
頭部注視並認可Head-gaze and commit ✔️ 建議使用✔️ Recommended ✔️ 建議使用 (第三個選擇 - 查看其他選項)✔️ Recommended (third choice - See the other options) ➕ 替代選項➕ Alternate option

目標大小調整和回饋Target sizing and feedback

前端圖向量已重複顯示,可供適當的目標使用,但通常最適合用於主要目標--取得較大的目標。The head gaze vector has been shown repeatedly to be usable for fine targeting, but often works best for gross targeting--acquiring larger targets. 在大部分的情況下,1度到1.5 度的最小目標大小可允許成功的使用者動作,但通常會有3度的目標,以提供更快的速度。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. 使用者的目標大小實際上是2D 區域(即使是3D 專案),無論是哪一個投射都應該是目標設為區域。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. 提供專案為「作用中」的一些重要提示, (使用者以它為目標) 會很有説明。Providing some salient cue that an element is "active" (that the user is targeting it) is helpful. 這可能包含像是可見的「暫止」效果、反白顯示或按下的處理,或清除資料指標與元素的對齊。This can include treatments like visible "hover" effects, audio highlights or clicks, or clear alignment of a cursor with an element.

距離 2 公尺的最佳目標大小Optimal target size at 2 meter distance
雙計量距離的最佳目標大小Optimal target size at 2-meter distance


醒目提示注視目標物件的範例An example of highlighting a gaze targeted object
醒目提示注視目標物件的範例An example of highlighting a gaze targeted object

目標位置Target placement

使用者通常會在其 view 欄位中找不到太高或太低的 UI 元素。Users often fail to find UI elements located either too high or low in their field of view. 他們大部分的注意力都是在其主要焦點周圍,大約是眼睛。Most of their attention ends up on areas around their main focus, which is approximately at eye level. 將大部分的目標放在眼部水平周圍的合理頻帶會有所幫助。Placing most targets in some reasonable band around eye level can help. 由於使用者傾向于隨時專注于相對較小的視覺區域 (的視覺範圍大約是10度) ,因此將 UI 元素群組在一起,就能在概念上將 UI 元素群組在一起,以便使用者在區域中移動其外觀時,可以使用專案與專案的醒目連結行為。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. 在設計 UI 時,請記住 HoloLens 與沉浸式頭戴裝置之間的視野可能有很大的變化。When designing UI, keep in mind the potential large variation in field of view between HoloLens and immersive headsets.

方便在 Galaxy Explorer 中進行注視定向的分組 UI 元素範例An example of grouped UI elements for easier gaze targeting in Galaxy Explorer
方便在 Galaxy Explorer 中進行注視定向的分組 UI 元素範例An example of grouped UI elements for easier gaze targeting in Galaxy Explorer

改善定向行為Improving targeting behaviors

如果將目標設為目標的使用者意圖可以判斷或近似值,則接受近乎遺漏的互動嘗試就會很有説明,就像是正確的目標一樣。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. 以下是一些成功的方法,這些方法可以併入混合現實體驗中:Here's a handful of successful methods that can be incorporated in mixed reality experiences:

頭部注視穩定 (「重力穴」)Head-gaze stabilization ("gravity wells")

這應該會在大部分或所有時間開啟。This should be turned on most or all of the time. 這項技術會移除使用者可能因說話和說話行為而有移動的自然頭部和頸部起伏快速變換。This technique removes the natural head and neck jitters that users might have as well movement because of looking and speaking behaviors.

這些演算法在具有稀疏互動式內容的區域中最適合使用。These algorithms work best in areas with sparse interactive content. 如果您有很高的機率可以判斷使用者嘗試與其互動的內容,您可以藉由假設某種程度的意圖來補充其目標功能。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 動作Backdating and postdating actions

這項機制對於要求速度的工作很實用。This mechanism is useful in tasks requiring speed. 當使用者在一系列的目標和啟用調動中快速移動時,假設有一些意圖。When a user is moving through a series of targeting and activation maneuvers at speed, it's useful to assume some intent. 這也適用于允許錯過的步驟,讓使用者在執行早期測試) 之前或之後稍微或之後稍微或之後稍微稍微或 50 (稍微點一下的目標上,採取動作。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).

平滑處理Smoothing

這項機制適用于路徑移動,因為自然的 head 移動特性而減少輕微的抖動和 wobbles。This mechanism is useful for pathing movements, reducing the slight jitter and wobbles because of natural head movement characteristics. 當平滑路徑移動時,會以移動的大小和距離,而不是經過一段時間來平滑。When smoothing over pathing motions, smooth by the size and distance of movements rather than over time.

磁性Magnetism

這項機制可視為最接近的連結演算法的最一般版本--將游標繪製到目標上,或單純地增加 hitboxes (無論是否可見),因為使用者可能會使用某些互動式版面配置知識,以更好的方式處理使用者意圖。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. 這對小型目標來說很強大。This can be powerful for small targets.

焦點黏著度Focus stickiness

當您決定要提供哪些鄰近的互動式元素、將焦點放在焦點時,焦點會對目前焦點的元素提供偏差。When determining which nearby interactive elements to give, focus to, focus stickiness provides a bias to the element that is currently focused. 這有助於減少不穩定的焦點切換行為(當兩個專案之間的中間點有自然雜訊時)。This helps reduce erratic focus switching behaviors when floating at a midpoint between two elements with natural noise.

另請參閱See also