In this case, the 3D point that has been picked remains under the cursor/finger taking benefit of the through-the-lens approach [5]. On the other hand, this approach may become unadapted when the user is navigating inside the city at a street level. Indeed, few pixels on the screen may corresponds to large distances in the 3D world, resulting in inaccurate movements. This inaccuracy is increased on touchscreens because of the fat finger problem. Consequently, for the user study, we implemented a version where the camera movements are mapped to the user’s gestures in the screen space, as done in Drag’n Go [13], but where the location of the initial point has no effect on the trajectory (Figure 1(c)). Since preliminary tests showed that some subjects perceive this mapping as going ”in the opposite direction”, we let the subjects choose their favorite mapping between sliding the finger up for i) ”sliding the camera forward” (Slide) or for ii) ”pushing the world away” (Grab). In our implementation, orienting the camera is performed with a dual-point input.
In this case, the 3D point that has been picked remains under the cursor/finger taking benefit of the through-the-lens approach [5]. On the other hand, this approach may become unadapted when the user is navigating inside the city at a street level. Indeed, few pixels on the screen may corresponds to large distances in the 3D world, resulting in inaccurate movements. This inaccuracy is increased on touchscreens because of the fat finger problem. Consequently, for the user study, we implemented a version where the camera movements are mapped to the user’s gestures in the screen space, as done in Drag’n Go [13], but where the location of the initial point has no effect on the trajectory (Figure 1(c)). Since preliminary tests showed that some subjects perceive this mapping as going ”in the opposite direction”, we let the subjects choose their favorite mapping between sliding the finger up for i) ”sliding the camera forward” (Slide) or for ii) ”pushing the world away” (Grab). In our implementation, orienting the camera is performed with a dual-point input.
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