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- ãžã§ã¹ãã£ãŒéå§ããã©ã«ãã§ã¯ãGestureRecognizerã¯StartCapturingGesturesïŒïŒãåŒã³åºããããŸã§å ¥åãç£èŠããŸããã StopCapturingGesturesïŒïŒã®åŠçãã¬ãŒã ã®åã«å ¥åãè¡ãããå ŽåãStopCapturingGesturesïŒïŒãåŒã³åºããåŸã«ãžã§ã¹ãã£ã€ãã³ããçæãããå¯èœæ§ããããŸãã ãã®ããããã¬ã€ã€ãŒãçŸåšèŠãŠãããªããžã§ã¯ãã«å¿ããŠããžã§ã¹ãã£ãŒã®ç£èŠãéå§ããã³åæ¢ããããšãåžžã«æãŸããã®ã§ãã
 
 recognizer.StartCapturingGestures();
 
 
 
 
- ãžã§ã¹ãã£ãŒåæ¢recognizer.StopCapturingGestures();
 
 
 
 
- åé€ããGestureRecognizerãªããžã§ã¯ããåé€ããåã«ãçœ²åæžã¿ã€ãã³ãã®ç»é²ãå¿ããªãã§ãã ããã
 
 void OnDestroy() { recognizer.TappedEvent -= MyTapEventHandler; recognizer.HoldEvent -= MyHoldEventHandler; }
 
 
 
 
 
 
 ã€ã³ã¿ã©ã¯ã·ã§ã³å ¥å
 
 åå空éïŒ UnityEngine.VR.WSA.Input
 
 ã¿ã€ãïŒ InteractionManagerãSourceStateãSourceãInteractionSourcePropertiesãInteractionSourceKindãInteractionSourceLocation
 
 
 
 åè¿°ã®ããã«ãäœã¬ãã«ã®å ¥åã¯ãäžçã®äœçœ®åº§æšãé床ãªã©ãå ¥åãªããžã§ã¯ãã«é¢ãã詳现æ å ±ãååŸããæ©äŒãæäŸããŸãã
 
 - ã€ã³ã¿ã©ã¯ã·ã§ã³ã€ãã³ãã®åŠçãéå§ããæ¹æ³å¿ èŠã§ãïŒ
 
 -   InteractionManagerå
¥åã€ãã³ãããµãã¹ã¯ã©ã€ããã InteractionManager.SourcePressed += InteractionManager_SourcePressed;
 
 
 
 
-  ã€ãã³ãåŠç 
      
 
 void InteractionManager_SourcePressed(SourceState state) { // state has information about: // targeting head ray at the time when the event was triggered // whether the source is pressed or not // properties like position, velocity, source loss risk // source id (which hand id for example) and source kind like hand, voice, controller or other }
 
 
 
 
 
 
 
-   InteractionManagerå
¥åã€ãã³ãããµãã¹ã¯ã©ã€ããã 
- çžäºäœçšã€ãã³ãã®åŠçã忢ããæ¹æ³å¿ èŠã§ãïŒInteractionManager.SourcePressed -= InteractionManager_SourcePressed;
 
 
 
 
- å ¥åãœãŒã¹å€æŽã€ãã³ã- æ€åº-æ€åºïŒã¢ã¯ãã£ãã«ãªã£ãïŒ
- 倱ããã-倱ãããïŒéã¢ã¯ãã£ãã«ãªã£ãïŒ
- æŽæ°-倿ŽïŒç¶æ ã®ç§»åãŸãã¯å€æŽïŒ
- ãæŒãããŠãã-æŒãããŠããïŒã¿ããããã¿ã³ãæŒãããŸãã¯éžæãéå§ïŒ
- ãªãªãŒã¹æžã¿-ãªãªãŒã¹æžã¿ïŒã¿ããã®çµäºããã¿ã³ã®ãªãªãŒã¹ããŸãã¯éžæã®çµäºïŒ
 
- äŸusing UnityEngine.VR.WSA.Input; void Start () { InteractionManager.SourceDetected += InteractionManager_SourceDetected; InteractionManager.SourceUpdated += InteractionManager_SourceUpdated; InteractionManager.SourceLost += InteractionManager_SourceLost; InteractionManager.SourcePressed += InteractionManager_SourcePressed; InteractionManager.SourceReleased += InteractionManager_SourceReleased; } void OnDestroy() { InteractionManager.SourceDetected -= InteractionManager_SourceDetected; InteractionManager.SourceUpdated -= InteractionManager_SourceUpdated; InteractionManager.SourceLost -= InteractionManager_SourceLost; InteractionManager.SourcePressed -= InteractionManager_SourcePressed; InteractionManager.SourceReleased -= InteractionManager_SourceReleased; } void InteractionManager_SourceDetected(SourceState state) { // Source was detected // state has the current state of the source including id, position, kind, etc. } void InteractionManager_SourceLost(SourceState state) { // Source was lost. This will be after a SourceDetected event and no other events for this source id will occur until it is Detected again // state has the current state of the source including id, position, kind, etc. } void InteractionManager_SourceUpdated(SourceState state) { // Source was updated. The source would have been detected before this point // state has the current state of the source including id, position, kind, etc. } void InteractionManager_SourcePressed(SourceState state) { // Source was pressed. This will be after the source was detected and before it is released or lost // state has the current state of the source including id, position, kind, etc. } void InteractionManager_SourceReleased(SourceState state) { // Source was released. The source would have been detected and pressed before this point. This event will not fire if the source is lost // state has the current state of the source including id, position, kind, etc. }
 
 
 
 
 
 
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 - Unityã§ç©ºéãµãŠã³ããæå¹ã«ããUnityã§ã¯ãç¹å¥ãªãªãŒãã£ãªãã©ã°ã€ã³ïŒSpatializerïŒã䜿çšããŠç©ºéãµãŠã³ããæå¹ã«ããŸãã ãã©ã°ã€ã³ãã¡ã€ã«ã¯æ¢ã«Unityã«çµã¿èŸŒãŸããŠããã®ã§ãç·šé>ãªãŒãã£ãª> Spatializerã«ç§»åããŠãMicrosoft HRTFãæå¹ã«ããã ãã§ãã
 
 
 
 以äžã§ãUnityãããžã§ã¯ãã§Spatial Soundã䜿çšã§ããããã«ãªããŸããã
 
 
- Unityã§ç©ºéãµãŠã³ãã䜿çšããæ¬¡ã®æé ã¯ãSpatial Soundçšã«ãªãŒãã£ãªãœãŒã¹ã³ã³ããŒãã³ããæ§æããã®ã«åœ¹ç«ã¡ãŸãã
 
 
 
 - [éå±€]ããã«ã§ããªãŒãã£ãªãœãŒã¹ãæ¥ç¶ãããŠããã²ãŒã ãªããžã§ã¯ããéžæããŸãã
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 - [空éå]ãªãã·ã§ã³ã®æšªã«ãããã§ãã¯ããã¯ã¹ããªã³ã«ããŸãã
- Spatial Blendã3DïŒæ°å€1ïŒã«èšå®ããŸãã
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 以äžã§ãUnityãããžã§ã¯ãã§Spartial Soundã䜿çšã§ããããã«ãªããŸããã
 
 
- ãµã©ãŠã³ããµãŠã³ãèšå®Microsoft Spatial Soundãã©ã°ã€ã³ã¯ãåããŒã¹ãªãŒãã£ãªãœãŒã¹ã§èšå®ã§ããå€ãã®è¿œå ãã©ã¡ãŒã¿ãŒãæäŸãããªãŒãã£ãªã·ãã¥ã¬ãŒã·ã§ã³ã®è¿œå èšå®ãæå¹ã«ããŸãã
 
 
 
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 äŸ
 
 The HoloToolkit for Unity provides a static class that makes setting the Spatial Sound settings easy. This class can be found in the HoloToolkit\SpatialSound folder and can be called from any script in your project. It is recommended that you set these parameters on each Audio Source component in your project. The following example shows selecting the medium room size for an attached Audio Source. AudioSource audioSource = gameObject.GetComponent<AudioSource>() if (audioSource != null) { SpatialSoundSettings.SetRoomSize(audioSource, SpatialMappingRoomSizes.Medium); } </source lang> <b> Unity</b> . SetHRTF.cs, HRTF AudioSource. . <source lang="cs"> using UnityEngine; using System.Collections; public class SetHRTF : MonoBehaviour { public enum ROOMSIZE { Small, Medium, Large, None }; public ROOMSIZE room = ROOMSIZE.Small; // Small is regarded as the "most average" // defaults and docs from MSDN // https://msdn.microsoft.com/en-us/library/windows/desktop/mt186602(v=vs.85).aspx public float mingain = -96f; // The minimum gain limit applied at any distance, from -96 to + 12 public float maxgain = 12f; // The maximum gain applied at any distance, from -96 to + 12 public float unityGainDistance = 1; // The distance at which the gain applied is 0dB, from 0.05 to infinity public float bypassCurves = 1; // if > 0, will bypass Unity's volume attenuation and make a more accurate volume simulation automatically in the plugin AudioSource audiosource; void Awake() { audiosource = this.gameObject.GetComponent<AudioSource>(); if (audiosource == null) { print("SetHRTFParams needs an audio source to do anything."); return; } audiosource.spread = 0; // we dont want to reduce our angle of hearing audiosource.spatialBlend = 1; // we do want to hear spatialized audio audiosource.SetSpatializerFloat(1, (float)room); // 1 is the roomsize param audiosource.SetSpatializerFloat(2, mingain); // 2 is the mingain param audiosource.SetSpatializerFloat(3, maxgain); // 3 is the maxgain param audiosource.SetSpatializerFloat(4, unityGainDistance); // 4 is the unitygain param audiosource.SetSpatializerFloat(5, bypassCurves ); // 5 is bypassCurves, which is usually a good idea } }
 
 
 
 
 
 
 
-   é³å£°å¶åŸ¡ã远å ãã 
      
 
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- ãã¬ãŒãºèªèãã¬ãŒãºãèªèããã«ã¯ãKeywordRecognizerãšGrammarRecognizerã®2ã€ã®æ¹æ³ããããŸãã ã©ã®ãã¬ãŒãºããªãã¹ã³ããããéžæããOnPhraseRecognizedã€ãã³ããåŠçãããã¬ãŒãºã®ã¢ã¯ã·ã§ã³ã远å ããå¿ èŠããããŸãã
 
 -   KeywordRecognizer 
      
 
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 using UnityEngine.Windows.Speech; using System.Collections.Generic; using System.Linq;
 
 
 
 
 
 次ã«ãã¯ã©ã¹ã«ããã€ãã®ãã£ãŒã«ãã远å ããŠãèªèãšã³ãžã³ãšèŸæžã®ããŒã¯ãŒã->ã¢ã¯ã·ã§ã³ãä¿åããŸãã
 
 KeywordRecognizer keywordRecognizer; Dictionary<string, System.Action> keywords = new Dictionary<string, System.Action>();
 
 
 
 
 
 次ã«ãããŒã¯ãŒããèŸæžã«è¿œå ããŸãïŒããšãã°ãStartïŒïŒã¡ãœããå ïŒã ãã®äŸã§ã¯ãããŒã¯ãŒããã¢ã¯ãã£ããŒããã远å ããŸãã
 
 // keywords.Add("activate", () => { // , });
 
 
 
 
 
 KeywordRecognizerãäœæããèªèããããã®ã«èšå®ããŸãã
 
 keywordRecognizer = new KeywordRecognizer(keywords.Keys.ToArray());
 
 
 
 
 
 OnPhraseRecognizedã€ãã³ãããµãã¹ã¯ã©ã€ãããŸãã
 
 keywordRecognizer.OnPhraseRecognized += KeywordRecognizer_OnPhraseRecognized;
 
 
 
 
 
 äŸïŒ
 
 private void KeywordRecognizer_OnPhraseRecognized(PhraseRecognizedEventArgs args) { System.Action keywordAction; // , keywordAction. if (keywords.TryGetValue(args.text, out keywordAction)) { keywordAction.Invoke(); } }
 
 
 
 
 
 æåŸã«ãèªèãå®è¡ããŸãã
 
 keywordRecognizer.Start();
 
 
 
 
 
 
-   GrammarRecognizer 
      
 
 GrammarRecognizerã¯ã SRGSã䜿çšããŠç¬èªã®èªèææ³ãèšå®ããå Žåã察象ãšããŠããŸãã
 
 
 
 SRGSææ³ãäœæãããããStreamingAssetsãã©ã«ããŒå ã®ãããžã§ã¯ãã«é 眮ããåŸïŒ
 
 <PROJECT_ROOT>/Assets/StreamingAssets/SRGS/myGrammar.xml
 
 
 
 
 
 GrammarRecognizerãäœæããSRGSãã¡ã€ã«ãæž¡ããŸãïŒ
 
 private GrammarRecognizer grammarRecognizer; grammarRecognizer = new GrammarRecognizer(Application.streamingDataPath + "/SRGS/myGrammar.xml");
 
 
 
 
 
 OnPhraseRecognizedã€ãã³ãã«ãµãã¹ã¯ã©ã€ãããŸãã
 
 grammarRecognizer.OnPhraseRecognized += grammarRecognizer_OnPhraseRecognized;
 
 
 
 
 
 SRGSææ³ã«åŸã£ãŠæ å ±ãåãåããåé¡ãªãåŠçã§ããŸãã å¿ èŠãªæ å ±ã®ã»ãšãã©ã¯ãsemanticMeaningsé åã§æäŸãããŸãã
 
 private void Grammar_OnPhraseRecognized(PhraseRecognizedEventArgs args) { SemanticMeaning[] meanings = args.semanticMeanings; // - }
 
 
 
 
 
 èªèãéå§ããŸãã
 
 grammarRecognizer.Start();
 
 
 
 
 
 
 
-   KeywordRecognizer 
      
- ãã£ã¯ããŒã·ã§ã³DictationRecognizerã䜿çšããå Žåãã¢ããªã±ãŒã·ã§ã³ã¯ä»»æã®åèªãäºæããåŸç¶ã®ã¢ã¯ã·ã§ã³ã§ããã¹ãã«å€æã§ããŸãã
 
 
 
 DictationRecognizerãå®è£ ããã«ã¯ããããæ°ã¹ããããå¿ èŠã§ãã
 
 -   DictationRecognizerãäœæãã 
      
 
 dictationRecognizer = new DictationRecognizer();
 
 
 
 
-   ãã£ã¯ããŒã·ã§ã³ã€ãã³ãã®åŠç 
      
 
 åèš4ã€ã®ãã£ã¯ããŒã·ã§ã³ã€ãã³ããããããµãã¹ã¯ã©ã€ãããŠè¿œå ã®ã¢ã¯ã·ã§ã³ãåŠçã§ããŸãã
 
 -   ãã£ã¯ããŒã·ã§ã³çµæ 
      
 
 ãã®ã€ãã³ãã¯ããŠãŒã¶ãŒãé³å£°ãäžæåæ¢ãããšããããšãã°æã®æåŸã§ããªã¬ãŒãããŸãã ããã«ãããå®å šã«èªèãããæååãè¿ãããŸãã
 
 
 
 ãŸããDictationResultã€ãã³ãã«ãµãã¹ã¯ã©ã€ãããŸãã
 
 dictationRecognizer.DictationResult += DictationRecognizer_DictationResult;
 
 
 
 
 
 次ã«ãDictationResultã®åŒã³åºããåŠçããŸãã
 
 private void DictationRecognizer_DictationResult(string text, ConfidenceLevel confidence) { // }
 
 
 
 
-   ãã£ã¯ããŒã·ã§ã³ 
      
 
 ãã®ã€ãã³ãã¯ããŠãŒã¶ãŒã®ã¹ããŒãå šäœã«ããã£ãŠã¢ã¯ãã£ãã§ãã èªèãšã³ãžã³ã¯é³å£°ãèããããèããå 容ã®ããã¹ããè¿ããŸãã
 
 
 
 ãŸããDictationHypothesisã€ãã³ãã«ãµãã¹ã¯ã©ã€ãããŸãã
 
 dictationRecognizer.DictationHypothesis += DictationRecognizer_DictationHypothesis;
 
 
 
 
 
 次ã«ãDictationHypothesisã®åŒã³åºããåŠçããŸãã
 
 private void DictationRecognizer_DictationHypothesis(string text) { // }
 
 
 
 
-   ãã£ã¯ããŒã·ã§ã³å®äº 
      
 
 ãã®ã€ãã³ãã¯ãStopïŒïŒã¡ãœããã®åŒã³åºããã¿ã€ã ã¢ãŠãããŸãã¯ãã®ä»ã®ãšã©ãŒãªã©ãèªèãšã³ãžã³ã忢ãããšãã«çºçããŸãã
 
 
 
 æåã«ãDictationCompleteã€ãã³ãã«ãµãã¹ã¯ã©ã€ãããŸãã
 
 dictationRecognizer.DictationComplete += DictationRecognizer_DictationComplete;
 
 
 
 
 
 次ã«ãDictationCompleteåŒã³åºããåŠçããŸãã
 
 private void DictationRecognizer_DictationComplete(DictationCompletionCause cause) { // }
 
 
 
 
-   DictationError 
      
 
 ãã®ã€ãã³ãã¯ããšã©ãŒãçºçãããšãã«çºçããŸãã
 
 
 
 ãŸããDictationErrorã€ãã³ãã«ãµãã¹ã¯ã©ã€ãããŸãã
 
 dictationRecognizer.DictationError += DictationRecognizer_DictationError;
 
 
 
 
 
 次ã«ãDictationErroråŒã³åºããåŠçããŸãã
 
 private void DictationRecognizer_DictationError(string error, int hresult) { // }
 
 
 
 
 
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