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E-raamat: 3D User Interfaces: Theory and Practice

  • Formaat: 400 pages
  • Sari: Usability
  • Ilmumisaeg: 07-Apr-2017
  • Kirjastus: Addison Wesley
  • Keel: eng
  • ISBN-13: 9780134034508
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  • Formaat: 400 pages
  • Sari: Usability
  • Ilmumisaeg: 07-Apr-2017
  • Kirjastus: Addison Wesley
  • Keel: eng
  • ISBN-13: 9780134034508

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From video games to mobile augmented reality, 3D interaction is everywhere. But simply choosing to use 3D input or 3D displays isn't enough: 3D user interfaces (3D UIs) must be carefully designed for optimal user experience.3D User Interfaces: Theory and Practice, Second Edition is today's most comprehensive primary reference to building outstanding 3D UIs. Four pioneers in 3D user interface research and practice have extensively expanded and updated this book, making it today's definitive source for all things related to state-of-the-art 3D interaction.

 

This edition goes far beyond VR, covering the full spectrum of emerging applications for 3D UIs, and presenting an extraordinary array of pioneering techniques and technologies. The authors combine theoretical foundations, analysis of devices and techniques, empirically validated design guidelines, and much more. Throughout each chapter, they illustrate key concepts with running case studies on gaming, mobile AR, and robot teleoperation.

 

You'll find authoritative, accessible coverage of all this, and much more:

  • Essentials of HCI and human factors (for thousands of students and practitioners now entering the field)
  • How 3D UIs have evolved, and the "hard problems" that remain
  • 3D UIs in console gaming, VR, augmented reality (AR), robot teleoperation, mobile/wearable computers, and remote collaboration
  • How 3D input/output enables users to perceive and act much as they do in the physical world
  • 3D output devices, including visual, auditory, haptic, and tactile displays
  • 3D input devices, including traditional, special purpose, and direct human input via biosignals (e.g., brain input)
  • 3D interaction techniques for common tasks such as selection, manipulation, navigation, and system control
  • Strategies for designing and developing 3D UIs, including the use of 2D interaction; "magic" vs. "natural" interaction techniques; multimodal interaction, and two-handed interaction
  • Evaluating existing 3D UIs, and previewing their future

Arvustused

An essential guide for anyone developing interfaces for Virtual and Augmented Reality gaming experiences. Richard Marks, Director of Magic Lab, Sony PlayStation

An incredible resource for 3D interaction researchers and practitioners, made all the more timely and valuable with todays renewed interest in Virtual and Augmented reality platforms. Everyone in VR and AR can benefit from the decades of research thoughtfully organized and presented in this updated edition. Andy Wilson, Microsoft Research

This is an essential book for researchers and developers creating 3D user interfaces. If you're developing Virtual Reality or Augmented Reality experiences, or even mobile and desktop 3D applications, you need to buy this book. Mark Billinghurst, University of South Australia

Foreword to the Second Edition xvi
Foreword to the First Edition xviii
Preface to the Second Edition xx
Preface to the First Edition xxiii
Acknowledgments xxv
About the Authors xxix
Part I Foundations of 3D User Interfaces
1(30)
1 Introduction to 3D User Interfaces
3(8)
1.1 What Are 3D User Interfaces?
4(1)
1.2 Why 3D User Interfaces?
4(2)
1.3 Terminology
6(2)
1.4 Application Areas
8(1)
1.5 Conclusion
9(2)
2 3D User Interfaces: History and Roadmap
11(20)
2.1 History of 3D Uls
12(2)
2.2 Roadmap to 3D Uls
14(13)
2.3 Scope of this Book
27(1)
2.4 Introduction to Case Studies
27(3)
2.5 Conclusion
30(1)
Part II Human Factors and Human-Computer Interaction Basics
31(92)
3 Human Factors Fundamentals
33(44)
3.1 Introduction
34(1)
3.2 Information Processing
35(6)
3.3 Perception
41(17)
3.4 Cognition
58(8)
3.5 Physical Ergonomics
66(8)
3.6 Guidelines
74(1)
3.7 Conclusion
75(2)
Recommended Reading
76(1)
4 General Principles of Human-Computer Interaction
77(46)
4.1 Introduction
78(2)
4.2 Understanding the User Experience
80(15)
4.3 Design Principles and Guidelines
95(14)
4.4 Engineering the User Experience
109(12)
4.5 Conclusion
121(2)
Recommended Reading
121(2)
Part III Hardware Technologies for 3D User Interfaces
123(128)
5 3D User Interface Output Hardware
125(62)
5.1 Introduction
126(1)
5.2 Visual Displays
127(26)
5.3 Auditory Displays
153(5)
5.4 Haptic Displays
158(12)
5.5 Characterizing Displays by Level of Fidelity
170(1)
5.6 Design Guidelines: Choosing Output Devices for 3D User Interfaces
171(7)
5.7 Case Studies
178(5)
5.8 Conclusion
183(4)
Recommended Reading
183(4)
6 3D User Interface Input Hardware
187(64)
6.1 Introduction
188(2)
6.2 Traditional Input Devices
190(10)
6.3 3D Spatial Input Devices
200(26)
6.4 Complementary Input for 3D User Interfaces
226(2)
6.5 Special-Purpose Input Devices
228(6)
6.6 Do It Yourself (DIY) Input Devices
234(4)
6.7 Choosing Input Devices for 3D User Interfaces
238(6)
6.8 Case Studies
244(3)
6.9 Conclusion
247(4)
Recommended Reading
248(3)
Part IV 3D Interaction Techniques
251(168)
7 Selection and Manipulation
255(62)
7.1 Introduction
256(1)
7.2 3D Manipulation Tasks
257(5)
7.3 Classifications for 3D Manipulation
262(2)
7.4 Grasping Metaphors
264(9)
7.5 Pointing Metaphors
273(7)
7.6 Surface Metaphors
280(6)
7.7 Indirect Metaphors
286(11)
7.8 Bimanual Metaphors
297(4)
7.9 Hybrid Metaphors
301(2)
7.10 Other Aspects of 3D Manipulation
303(6)
7.11 Design Guidelines
309(3)
7.12 Case Studies
312(2)
7.13 Conclusion
314(3)
Recommended Reading
315(2)
8 Travel
317(62)
8.1 Introduction
318(1)
8.2 3D Travel Tasks
319(3)
8.3 Classifications for 3D Travel
322(3)
8.4 Walking Metaphors
325(14)
8.5 Steering Metaphors
339(5)
8.6 Selection-Based Travel Metaphors
344(5)
8.7 Manipulation-Based Travel Metaphors
349(4)
8.8 Other Aspects of Travel Techniques
353(8)
8.9 Wayfinding in 3D Environments
361(6)
8.10 Design Guidelines
367(4)
8.11 Case Studies
371(5)
8.12 Conclusion
376(3)
Recommended Reading
377(2)
9 System Control
379(40)
9.1 Introduction
380(1)
9.2 System Control Issues
381(3)
9.3 Classification
384(1)
9.4 Physical Controllers
384(2)
9.5 Graphical Menus
386(10)
9.6 Voice Commands
396(2)
9.7 Gestural Commands
398(6)
9.8 Tools
404(5)
9.9 Multimodal Techniques
409(3)
9.10 Design Guidelines
412(2)
9.11 Case Studies
414(3)
9.12 Conclusion
417(2)
Recommended Reading
417(2)
Part V Designing and Developing 3D User Interfaces
419(76)
10 Strategies in Designing and Developing 3D User Interfaces
421(34)
10.1 Introduction
422(1)
10.2 Designing for Humans
423(13)
10.3 Inventing 3D User Interfaces
436(11)
10.4 Design Guidelines
447(4)
10.5 Case Studies
451(3)
10.6 Conclusion
454(1)
Recommended Reading
454(1)
11 Evaluation of 3D User Interfaces
455(40)
11.1 Introduction
456(1)
11.2 Evaluation Methods for 3D Uls
457(3)
11.3 Evaluation Metrics for 3D Uls
460(3)
11.4 Characteristics of 3D Ul Evaluations
463(5)
11.5 Classification of Evaluation Methods
468(2)
11.6 Three Multimethod Approaches
470(17)
11.7 Guidelines for 3D Ul Evaluation
487(2)
11.8 Case Studies
489(4)
11.9 Conclusion
493(2)
Recommended Reading
493(1)
Acknowledgment
494(1)
Part VI THE FUTURE OF 3D INTERFACES
495(18)
12 The Future of 3D User Interfaces
497(16)
12.1 User Experience with 3D Displays
498(2)
12.2 3D Ul Design
500(5)
12.3 3D Ul Development and Evaluation
505(2)
12.4 3D Uls in the Real World
507(2)
12.5 Applications of 3D Uls
509(4)
Bibliography 513(50)
Index 563
JOSEPH J. LAVIOLA, JR., Associate Professor of Computer Science, directs the Interactive Systems and User Experience Research Cluster of Excellence at the University of Central Florida.

ERNST KRUIJFF, Interim Professor for Computer Graphics and Interactive Systems at the Institute of Visual Computing, Bonn-Rhein-Sieg University of Applied Sciences, leads the 3DMi groups design of multisensory 3D user interfaces.

RYAN P. McMAHAN, Associate Professor of Computer Science at UT Dallas, directs its Future Immersive Virtual Environments (FIVE) Lab.

DOUG A. BOWMAN, Professor of Computer Science at Virginia Tech, directs its 3D Interaction Research Group and Center for Human-Computer Interaction. He is an ACM Distinguished Scientist.

IVAN POUPYREV is Technical Program Lead working on advanced interaction research at Googles Advanced Technology and Products (ATAP) division.