Now consider the power of remapping, as described in Section 10.1. The simplest case is the use of the button to select, grasp, and place objects. Instead of a button, continuous motions could be generated by the user and tracked by systems. Examples include turning a knob, moving a slider bar, moving a finger over a touch screen, and moving a free-floating body through space. Recall that one of the most important aspects of remapping is easy learnability. Reducing the number of degrees of freedom that are remapped will generally ease the learning process. To avoid gorilla arms and related problems, a scaling factor could be imposed on the tracked device so that a small amount of position change in the controller corresponds to a large motion in the virtual world. This problem could again be studied using Fitts's law as in the case of the computer mouse. Note that this might have an adverse effect on precision in the virtual world. In some settings orientation scaling might also be desirable. In this case, the 3D angular velocity $ (\omega_x,\omega_y,\omega_z)$ could be scaled by a factor to induce more rotation in the virtual world than in the real world.

Steven M LaValle 2016-12-31