Frederic Bouvier wrote:
>  Selon joe:
>
> > Hi!
> >
> > Again me with a proposal! ;)
> >
> > Some time ago this video was quite popular:
> >
> > http://www.youtube.com/watch?v=Jd3-eiid-Uw
> >
> > It shows a simple headtracking system which creates an impressive
> > depth perception with a common flat screen.
> >
> > Since most cockpits of FGFS are real 3D, I am quite excited about
> > if I think about being able to experience the cockpit in a perfect
> > 3D depth perception by moving my head around. Don't miss the
> > sequence at 3:35, showing a huge stadium (aka scenery ;)).
> >
> > I know it's a long way to this, but I just felt the urge to point
> > you to it. Maybe in a couple of years the time has come to include
> > something like this in fgfs.
> >
> > Regards, Joe
>
>  This video is impressive. Thank for sharing.
>
>  Head tracking has already been discussed on this list, though. The
>  device in question was trackIR instead of the wiimote. Looking this
>  video, the solution proposed doesn't seem to apply to a flight
>  simulator. In a cockpit, you are seated in front of your yoke and you
>  are not moving around. You look *from* a fixed position, you are not
>  looking *at* a fixed position. So you need a device that can detect
>  head rotations, and not head translations. Except if you want to
>  provide user the experience of a passenger moving in the plane and
>  looking at a single window ;-)
>
>  -Fred
>

Sorry Fred,

I disagree, In a cockpit you move your head as in the reality,
some time just small moves from your shoulders, depending on your
emotions, your gesture (like tunning the radio), or with more ample
moves of you neck when you try to see if a traffic isn't hidden behind
the cockpit frame or before engaging a step turn in a thermal. You are
*not* looking from a fixed position. Even with tightened harness.

What should be unrealistic is panning down the view when you lower
the head down to the keyboard or mouse.

What is really needed is looking down on the side as when you try
to catch a mark  or  look under to see the ground trafic when you are
vertical of an airfield (ok, airliner pilots don't do that).

I know that head tracking wont improve the perception of the outside
scenery as would do a 'per eye' system and in that matter you are
right Fred.

Then Joe is perfectly right with 3D cockpit experience, they would be
really impressive with such a 3D effect.
But again, the move tracking should be limited to translations.

Let me explain my (translating) point of view :
For a single screen display, with option for secondary displays not
showing the FG world :
Rotations should be done only with a manual input so the focus stay
on your flight track even when you are looking for a pencil on your
desk or when you turn the head to your secondary screen displaying
Atlas.
Then the move to show what is behind the cockpit frame or to
improve your view on the lower sides could be done with a
combination of rotation manual input and translation tracked input.

In our case, (flight simulator) head rotation tracking isn't a good
thing as when you turn your head you don't look any more at your
screen. And pan the focus with small head rotation moves (to show
the sides of the cockpit or scan the sky) will transform the experience
in a nightmare.

The ideal behaviour of such a system will certainly not follow exactly
the real movement of our head and should be designed to improve our
capacity to scan the sky as would do a glider pilot or take marks as an
acrobatics pilot, but *only* on demand.

By the way, improving the immersion feeling in the cockpit with 3D view
is just a 'plus' for now, it will certainly be a 'must' in the next years.

Greetings,

Alexis

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