Hi everyone, Just as an addendum to this conversation, i was "meditating" of sorts about some game theory and the controls of a game app which could be ported to a gprs/navigation application. Here goes:
1 The 3d positional audio used on two vectors of sound propagation. I will give an example of an RTS game for this concept. Since i think relating the true distance of a sound from the back or the front could be quite daunting, to the least having a high learning curve, i was thinking that spatial references can be laid out on a bird's eye view perspective. IE: front and back= top and bottom while left and right stay the same. If i imagined this as a physical boundary, the x and y axises would be quote flattened unquote to y and z axises. So an object at one's back at the limit of the set boundary of spatial dimension, the sound would be heard at the bottom, or the chin area of the wearer. whilst the opposite would be heard at the top of the forehead. left and right would retain their relative positions, but the difference would be felt when an object is ahead on a diagonal position. That would translate to a top/left audio cue and so forth. I think of this application or flattening of sound as most of the time when we are walking around, we take much less notice of height factors as unless we are as taller than basket ball players, we don't often have to crouch to walk somewhere. So going back to the RTS game, if we have this flat two axis representation of space over a map, the one channel whoch would be back can be used for, well...background or ambient sounds. Cues would be relevant to such things as the type of terrain one is in, etc. And the front audio within a central boundary would represent unit responses and general game command voice responses. 2 controls and gestures. Taking the rts element to the table, the main advantage paused for controls which can be easily accessed without cluttering the actual space of the screen would be using the rotor for various menus and functions. For instance, one finger drag=feel around the game space with audio cues on hitting an object or contextual item 2 finger dragaround screen to displace the map to the opposite direction of the fingers being dragged to explore more of the map 3 finger drag for faster scroll of the map area 2 finger rotor once tapped on an object for actions choice: patrol, attack/ build, etc...Each instance of a double-tap would go one level deeper into the contextual menu for choosing for example which building to build and the sorts. 3 finger rotor for other behavioral actions or quote special unquote abilities. 1 finger flick once double tapped on an object slash soldier= selecting the next or previous unit 2 finger flick= selection of next building and the list goes on. I will continue to add to this as i think through the possibilities, sort of a diary to myself as well so i can gather all the notes for eventually starting the programming part once i get my hands on that SDK :) Hope i'm not a total bore... --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "MacVisionaries" group. To post to this group, send email to macvisionaries@googlegroups.com To unsubscribe from this group, send email to macvisionaries+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/macvisionaries?hl=en -~----------~----~----~----~------~----~------~--~---