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The user interfaces included the Hover VR project are built for use in virtual reality environments, with three-dimensional input from devices like the Leap Motion controller. They are available as open-source developer tools (please read the [license details](License Details)) for a wide range of use cases, and provide extensive out-of-the-box customization.
Visit the project overview pages to learn more:
Project | Description |
---|---|
Hovercursor | Provides cursor-related functionality for all other projects. |
Hovercast | An arc-shaped, hand-attached, hierarchical menu interface. |
Hoverboard | A general-use interface for attaching buttons to 3D planes. |
The projects in the Hover VR family share various common themes.
The hover action is the key interaction element for all Hover VR interfaces. A hover begins when the cursor (for example, a fingertip) moves toward an item. Once the cursor moves within the item's selection threshold, a timer begins. If the cursor stays within the selection threshold for the duration of that timer, a selection event occurs.
Hover actions encourage the use of visual indicators, and make it possible to simplify the requirements for three-dimensional input.
Visual indicators communicate important information to the user. They help the user understand where they are in 3D space, their relative location/distance to an object, their progress for an action or gesture, etc.
They also communicate that an item is interactive, guiding the user toward a complete action. This generally improves usability, and reduces the learning curve for new users.
With the current state of three-dimensional input devices, the quality of motion tracking can vary greatly based on internal (within the app and computer) and external (the user's real-life environment) factors. Simplified input methods can compensate for potentially unpredictable and inaccurate tracking results. The "hover" action, which only requires one point to move near another point, is a good example.
Three-dimensional input devices are often new and unfamiliar to users, and there are infinite movements, gestures, speeds, and actions the user could possibly perform. Given a lack of standard gestures, and the wide variability in which the user might perform them, it is vital to simplify input for general-use scenarios.
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