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Zach Kinstner edited this page Apr 2, 2015 · 29 revisions

Hover VR Interface Kit

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.


Projects

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.

Themes

The projects in the Hover VR family share various common themes.

Hover

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

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.

Simple Input

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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