These simple stroke gestures, like we had years ago, now seems so anachronistic. It harkens to a time when we could only track a single point of contact from the mouse. In the video every gesture-drawing step looked so unnecessary and time-wasting.
All tablets today support multi-touch interfaces, so there is no longer a need to draw a symbol that indicates the action you wish to take next. Instead we want direct interaction with the objects. The following YouTube video is an example of using multi-touch gestures for manipulating 3D objects. http://www.youtube.com/watch?v=6xIK07AhJjc On Sun, Nov 18, 2012 at 6:03 AM, Jason Wilkins <jason.a.wilk...@gmail.com>wrote: > More details about the video and the prototype. > > The recognizer used in the video is very simple to implement and > understand. It is called $1 (One Dollar) and was developed at the > University of Washington [1]. We had a seminar recently about > interfaces for children and extensions to $1 were presented and I was > inspired by their simplicity because it meant I could just jump right > in. It works OK and is good enough for research purposes. > > One thing $1 does not do is input segmentation. That means it cannot > tell you how to split the input stream into chunks for individual > recognition. What I'm doing right now is segmenting by velocity. If > the cursor stops for 1/4 of a second then I attempt to match the > input. This worked great for mice but not at all for pens due to > noise, so instead of requiring the cursor to stop I just require it to > slow down a lot. I'm experimenting with lots of different ideas in > rejecting bad input. I'm leaning towards a multi-modal approach where > every symbol has its own separate criteria instead of attempting a > one-size-fits-all approach. > > The recognizer is driven by the window manager and does not require a > large amount of changes to capture the information it needs. > Different recognizers could be plugged into the interface. > > The "afterglow" overlay is intended to give important feedback about > how well the user is entering commands and to help them learn. The > afterglow gives an indication that a command was successfully entered > (although I haven't disabled the display of valid but unbound gestures > yet). The afterglow morphs into the template shape to give the user > both a clearer idea of what the gesture was and to help the user fix > any problems with their form. > > In the future I want to use information about the gesture itself, such > as its size and centroid, to drive any operator that is called. For > example, drawing a circle on an object might stamp it with a texture > whose position and size were determined by the size and position of > the circle. > > Additionally I want to create a new window region type for managing, > training, and using gestures. That might be doable as an add-on. > > [1] https://depts.washington.edu/aimgroup/proj/dollar/ > > > On Sun, Nov 18, 2012 at 7:42 AM, Jason Wilkins > <jason.a.wilk...@gmail.com> wrote: > > I've been exploring some research ideas (for university) and using > > Blender to prototype them. I made a short video that demonstrates > > what I was able to do the last couple of days. I'm starting to create > > a general framework for sketch recognition in Blender. > > > > http://youtu.be/IeNjNbTz4CI > > > > The goal is an interface that could work without a keyboard or most > > buttons. I think a Blender with gestures is far more like Blender > > than a Blender that is plastered with big buttons so it works on a > > tablet. It puts everything at your fingertips. > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers