Public:Graphical User Interface: Difference between revisions
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==Abstract== | ==Abstract== | ||
{{further|1=[[Public:ARHUDFM Manifesto]],|2=[[Public:Applications]],|3=[[Public:ARHUDFM Features Summary]]|4=|5=|6=|7=|8=|9=|10=}} | {{further|1=[[Public:ARHUDFM Manifesto]],|2=[[Public:Applications]],|3=[[Public:ARHUDFM Features Summary]],|4=[[Public:DoD Pains]],|5=[https://www.furtherium.com/docs/ARHUD_mask_7-min_pitch.pdf Pitch Deck]|6=|7=|8=|9=|10=}} | ||
Augmented Reality Heald-Up Display Fullface Mask (ARHUDFM) is a complex device that is not easy to understand at a first look, because there are little relevant examples to compare. Therefore, we suggest that you first read the information on the [[Public:ARHUDFM Manifesto]] page at the link above. | Augmented Reality Heald-Up Display Fullface Mask (ARHUDFM) is a complex device that is not easy to understand at a first look, because there are little relevant examples to compare. Therefore, we suggest that you first read the information on the [[Public:ARHUDFM Manifesto]] page at the link above. | ||
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For a brief description of the functions of each application, please see the [[Public:Applications]] page. | For a brief description of the functions of each application, please see the [[Public:Applications]] page. | ||
[[File: | [[File:UI-example-1.png|frameless|950x950px]] | ||
[[File:UI-example-2.png|frameless|950x950px]] | |||
''Click on the picture to zoom in'' | ''Click on the picture to zoom in'' | ||
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To imagine the actual visible edges (<u>not the focal length</u>) of the screen, sit in front of a 65" or 1440mm (57.3 inches x 32.9 inches) TV screen at a distance of 22" or 550mm from your eyes. You can clearly see the right and left sides of the screen by turning your eyes. You don't need to use the peripheral part of the vision at the edges, it remains completely open due to the wide field of view of the device's visor. Only in the lower part, when using the airway obturator of the device, the field of view of the user is limited to about 20°, as is the case with any respirator or when wearing most models of glasses. Glasses tend to shrink the effective field of view to somewhere between 90 and 115 degrees horizontally and 35-45 degrees vertically, depending on the width and hight of the glasses and their proximity to the eyes. | To imagine the actual visible edges (<u>not the focal length</u>) of the screen, sit in front of a 65" or 1440mm (57.3 inches x 32.9 inches) TV screen at a distance of 22" or 550mm from your eyes. You can clearly see the right and left sides of the screen by turning your eyes. You don't need to use the peripheral part of the vision at the edges, it remains completely open due to the wide field of view of the device's visor. Only in the lower part, when using the airway obturator of the device, the field of view of the user is limited to about 20°, as is the case with any respirator or when wearing most models of glasses. Glasses tend to shrink the effective field of view to somewhere between 90 and 115 degrees horizontally and 35-45 degrees vertically, depending on the width and hight of the glasses and their proximity to the eyes. | ||
{{#info-tooltip: More info}} <span style="background-color:#fff3bc">''We've added these comments because most people don't have experience with these kinds of AR devices yet. Microsoft IVAS (Hololens 2) uses holographic optics, thick lenses and FOV 43°h 28°v, Magic Leap has similar technology to Microsoft and FOV 45°h 55°v. Apple Vision Pro is a VR device (opaque LED display) like the Meta (Oculus) Quest - FOV 90°h 98°v''</span><ref>GitHub, Pimax Forum, [https://risa2000.github.io/hmdgdb/ "HMD Geometry Database"]</ref><span style="background-color:#fff3bc">'', HTC Vive, SONY Playstation, etc. None of these technologies or devices are like ARHUDFM and when used in tactical tasks carry many significant risks. [[Public:ARHUDFM FAQ#how it's similar to the competitors' products|More about it here.]]''</span> | {{#info-tooltip: More info}} <span style="background-color:#fff3bc">''We've added these comments because most people don't have experience with these kinds of AR devices yet. Microsoft IVAS''</span> <ref>Breaking Defense, [https://breakingdefense.com/2024/08/army-open-to-replacing-microsoft-as-ivas-prime-under-ivas-next-industry-sources-say/ Army open to replacing Microsoft as prime under ‘IVAS Next,’ industry sources say] (Aug 15, 2024)</ref><span style="background-color:#fff3bc">''(Hololens 2) uses holographic optics, thick lenses and FOV 43°h 28°v, Magic Leap has similar technology to Microsoft and FOV 45°h 55°v. Apple Vision Pro is a VR device (opaque LED display) like the Meta (Oculus) Quest - FOV 90°h 98°v''</span><ref>GitHub, Pimax Forum, [https://risa2000.github.io/hmdgdb/ "HMD Geometry Database"]</ref><span style="background-color:#fff3bc">'', HTC Vive, SONY Playstation, etc. None of these technologies or devices are like ARHUDFM and when used in tactical tasks carry many significant risks. [[Public:ARHUDFM FAQ#how it's similar to the competitors' products|More about it here.]]''</span> | ||
The main feature of Augmented Reality devices is that a person can only see lighter areas on a darker screen background. The nature of vision is that a person sees not objects, but the light reflected from them. Those, can see a high-contrast image in a darkened room (Microsoft uses a tinted visor) or at night, but see almost nothing against a bright sky, on a sunny day, with strong reflections from snow or building walls, when looking at the sun. A person will not be able to see dark areas on a light background in principle, since this contradicts the physics of light (dark areas are the absence of light). The ARHUDFM solves this problem by using "smart windows" - the interface contains 10 large and 56 small fading pads that instantly change their transparency from 0% (opaque black) to 100% (fully transparent) depending on the ambient light or the mode selected by the user. | The main feature of Augmented Reality devices is that a person can only see lighter areas on a darker screen background. The nature of vision is that a person sees not objects, but the light reflected from them. Those, can see a high-contrast image in a darkened room (Microsoft uses a tinted visor) or at night, but see almost nothing against a bright sky, on a sunny day, with strong reflections from snow or building walls, when looking at the sun. A person will not be able to see dark areas on a light background in principle, since this contradicts the physics of light (dark areas are the absence of light). The ARHUDFM solves this problem by using "smart windows" - the interface contains 10 large and 56 small fading pads that instantly change their transparency from 0% (opaque black) to 100% (fully transparent) depending on the ambient light or the mode selected by the user. | ||
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The status bar is located in the top middle of the visible area and contains all the main and frequently used information about the use of device functions and applications. | The status bar is located in the top middle of the visible area and contains all the main and frequently used information about the use of device functions and applications. | ||
[[File:SB sceme.png|center|frameless|950x950px]] | [[File:SB sceme.png|center|frameless|950x950px]] | ||
A total of 12 items for quick selection and tracking are available in the status bar, each of which contains sub-elements responsible for specific function presets. Preset settings are carried out not through the status bar, but in the settings of services or applications. The status bar is always displayed and is not hidden. Each element is located in a separate field (fading pad). [[File:Status bar | A total of 12 items for quick selection and tracking are available in the status bar, each of which contains sub-elements responsible for specific function presets. Preset settings are carried out not through the status bar, but in the settings of services or applications. The status bar is always displayed and is not hidden. Each element is located in a separate field (fading pad).<br> | ||
[[File:Status bar menu v1.0.png|left|frameless|1036x1036px]]<br><br> | |||
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The sub-elements of the status bar are controlled by clicking (joystick, gesture control) or by voice (the result corresponds to the click). Default states: | The sub-elements of the status bar are controlled by clicking (joystick, gesture control) or by voice (the result corresponds to the click). Default states: | ||
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When an app is opened using this menu, it is displayed on the screen. If the user closes the app, it does not stop its work, but continues to work in the background, at the same time, an element with the name of this application appears in the [[Public:Graphical User Interface#Left quick menu (LQM)|Left quick menu (LQM)]] or [[Public:Graphical User Interface#Right quick menu (RQM)|Right quick menu (RQM)]] menu field to quickly return to the screen. See the sections Left quick menu (LQM) and Right quick menu (RQM) below for how to completely terminate the application. | When an app is opened using this menu, it is displayed on the screen. If the user closes the app, it does not stop its work, but continues to work in the background, at the same time, an element with the name of this application appears in the [[Public:Graphical User Interface#Left quick menu (LQM)|Left quick menu (LQM)]] or [[Public:Graphical User Interface#Right quick menu (RQM)|Right quick menu (RQM)]] menu field to quickly return to the screen. See the sections Left quick menu (LQM) and Right quick menu (RQM) below for how to completely terminate the application. | ||
[[File:LMM v1.0.png|center|frameless|1035x1035px|LMM v1.0]]<br> | |||
[[File:Widgets menu v1.0.png|center|frameless|1035x1035px|Widgets menu v1.0]] | |||
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The sub-elements of the main menu and sub-menu are controlled by clicking (joystick, gesture control) or by voice. States: | The sub-elements of the main menu and sub-menu are controlled by clicking (joystick, gesture control) or by voice. States: | ||