Pointman Input Devices
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| Developer(s) | US Naval Research Laboratory |
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| Platform | Microsoft Windows |
| Type | Military simulation and training. Computer simulation. |
Pointman is a seated user interface for controlling one's avatar in a 3D virtual environment. It combines head tracking, a gamepad, and sliding foot pedals to provide positional control over many aspects of the avatar's posture. Pointman was developed by the US Naval Research Laboratory (NRL) to support the use of dismounted infantry simulation for USMC training and mission rehearsal. NRL's goal in developing Pointman was to extend the range and precision of actions supported by virtual simulators, to better represent what infantrymen can do.
Pointman seeks to enhance the level of control provided by conventional desktop and console game controllers by engaging the user's whole body to control corresponding segments of the avatar's body. The user employs his head and upper body to control looking and aiming, as well as leaning to duck and peek around cover. He uses his hands to operate virtual weapons and direct tactical movement, and he uses his feet for stepping and controlling his avatar's postural height.
Pointman uses a set of three consumer grade input devices: a Natural Point TrackIR 5 head tracker, a Sony DualShock 3 gamepad, and a pair of flight simulator foot pedals from CH Products. The additional input from the head and feet offloads the hands from having to control the entire avatar and allows for a more natural assignment of control. Together, the three input devices offer twelve independent channels of control over the avatar's posture.
The head tracker registers the translation and rotation of the user's head. Pointman uses these inputs to map the movements of the user's head and torso one-for-one to those of his avatar. The virtual view changes as the user turns his head to look around or leans his torso in any direction. When the weapon is raised into an aim position its sights remain centered in the field of view, so that turning the head also adjusts the aim. The user can aim as precisely as he can hold his head on target. Hunching the head down by flexing the spine is also registered by the head's translation, and the avatar adopts a matching posture. Leaning forward and hunching are used to duck behind cover. Rising up and leaning to the side are used to look out and shoot from behind cover.