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3D User Interfaces: Theory and Practice (Usability)

جلد کتاب 3D User Interfaces: Theory and Practice (Usability)

معرفی کتاب «3D User Interfaces: Theory and Practice (Usability)» نوشتهٔ Martyn Denscombe و Joseph J. LaViola, Ernst Kruijff, Ryan P. McMahan, Doug A. Bowman, Ivan Poupyrev، منتشرشده توسط نشر Addison-Wesley Professional; در سال 2017. این کتاب در 20 صفحه، فرمت pdf، زبان انگلیسی ارائه شده است.

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. About This E-Book......Page 2 Title Page......Page 5 Copyright Page......Page 6 Dedication Page......Page 9 Contents at a glance......Page 10 Contents......Page 12 Foreword to the Second Edition......Page 17 Foreword to the First Edition......Page 20 Preface to the Second Edition......Page 23 Preface to the First Edition......Page 27 Acknowledgments......Page 30 About the Authors......Page 35 Part I: Foundations of 3D User Interfaces......Page 36 1.1 What Are 3D User Interfaces?......Page 37 1.2 Why 3D User Interfaces?......Page 38 1.3 Terminology......Page 40 1.5 Conclusion......Page 44 2.1 History of 3D UIs......Page 45 2.2 Roadmap to 3D UIs......Page 49 2.3 Scope of this Book......Page 66 2.4 Introduction to Case Studies......Page 67 2.5 Conclusion......Page 71 Part II: Human Factors and Human-Computer Interaction Basics......Page 72 3.1 Introduction......Page 73 3.2 Information Processing......Page 75 3.3 Perception......Page 83 3.4 Cognition......Page 108 3.5 Physical Ergonomics......Page 120 3.6 Guidelines......Page 133 3.7 Conclusion......Page 134 Recommended Reading......Page 135 4.1 Introduction......Page 136 4.2 Understanding the User Experience......Page 139 4.3 Design Principles and Guidelines......Page 161 4.4 Engineering the User Experience......Page 183 Recommended Reading......Page 200 Part III: Hardware Technologies for 3D User Interfaces......Page 201 5.1 Introduction......Page 204 5.2 Visual Displays......Page 205 5.3 Auditory Displays......Page 246 5.4 Haptic Displays......Page 253 5.5 Characterizing Displays by Level of Fidelity......Page 270 5.6 Design Guidelines: Choosing Output Devices for 3D User Interfaces......Page 272 5.7 Case Studies......Page 281 5.8 Conclusion......Page 288 Recommended Reading......Page 289 6.1 Introduction......Page 292 6.2 Traditional Input Devices......Page 296 6.3 3D Spatial Input Devices......Page 311 6.4 Complementary Input for 3D User Interfaces......Page 348 6.5 Special-Purpose Input Devices......Page 351 6.6 Do It Yourself (DIY) Input Devices......Page 361 6.7 Choosing Input Devices for 3D User Interfaces......Page 367 6.8 Case Studies......Page 377 Recommended Reading......Page 382 Part IV: 3D Interaction Techniques......Page 385 7.1 Introduction......Page 388 7.2 3D Manipulation Tasks......Page 389 7.3 Classifications for 3D Manipulation......Page 397 7.4 Grasping Metaphors......Page 400 7.5 Pointing Metaphors......Page 412 7.6 Surface Metaphors......Page 423 7.7 Indirect Metaphors......Page 431 7.8 Bimanual Metaphors......Page 447 7.9 Hybrid Metaphors......Page 452 7.10 Other Aspects of 3D Manipulation......Page 455 7.11 Design Guidelines......Page 464 7.12 Case Studies......Page 467 Recommended Reading......Page 472 8.1 Introduction......Page 474 8.2 3D Travel Tasks......Page 477 8.3 Classifications for 3D Travel......Page 481 8.4 Walking Metaphors......Page 486 8.5 Steering Metaphors......Page 505 8.6 Selection-Based Travel Metaphors......Page 513 8.7 Manipulation-Based Travel Metaphors......Page 519 8.8 Other Aspects of Travel Techniques......Page 525 8.9 Wayfinding in 3D Environments......Page 537 8.10 Design Guidelines......Page 546 8.11 Case Studies......Page 551 Recommended Reading......Page 560 9.1 Introduction......Page 562 9.2 System Control Issues......Page 564 9.3 Classification......Page 568 9.4 Physical Controllers......Page 569 9.5 Graphical Menus......Page 571 9.6 Voice Commands......Page 584 9.7 Gestural Commands......Page 587 9.8 Tools......Page 596 9.9 Multimodal Techniques......Page 603 9.10 Design Guidelines......Page 607 9.11 Case Studies......Page 609 Recommended Reading......Page 614 Part V: Designing and Developing 3D User Interfaces......Page 616 10.1 Introduction......Page 618 10.2 Designing for Humans......Page 620 10.3 Inventing 3D User Interfaces......Page 639 10.4 Design Guidelines......Page 655 10.5 Case Studies......Page 662 Recommended Reading......Page 665 11.1 Introduction......Page 667 11.2 Evaluation Methods for 3D UIs......Page 670 11.3 Evaluation Metrics for 3D UIs......Page 674 11.4 Characteristics of 3D UI Evaluations......Page 677 11.5 Classification of Evaluation Methods......Page 685 11.6 Three Multimethod Approaches......Page 688 11.7 Guidelines for 3D UI Evaluation......Page 713 11.8 Case Studies......Page 716 11.9 Conclusion......Page 722 Acknowledgment......Page 723 Part VI: THE FUTURE OF 3D INTERFACES......Page 724 12.1 User Experience with 3D Displays......Page 725 12.2 3D UI Design......Page 728 12.3 3D UI Development and Evaluation......Page 736 12.4 3D UIs in the Real World......Page 738 12.5 Applications of 3D UIs......Page 742 Bibliography......Page 745 Index......Page 840 The Complete, Up-To-Date Guide to Building Great 3D User Interfaces for Any Application 3D interaction is suddenly everywhere. But simply using 3D input or displays isn't enough: 3D interfaces 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 state-of-the-art 3D user interfaces and interactions. Five pioneering researchers and practitioners cover the full spectrum of emerging applications, techniques, and best practices. The authors combine theoretical foundations, analysis of leading devices, and empirically validated design guidelines. This edition adds two new chapters on human factors and general human-computer interaction—indispensable foundational knowledge for building any 3D user interface. It also demonstrates advanced concepts at work through two running case studies: a first-person VR game and a mobile augmented reality application. Coverage Includes 3D user interfaces: evolution, elements, and roadmaps Key applications: virtual and augmented reality (VR, AR), mobile/wearable devices What 3D UI designers should know about human sensory systems and cognition ergonomics How proven human-computer interaction techniques apply to 3D UIs 3D UI output hardware for visual, auditory, and haptic/ tactile systems Obtaining 3D position, orientation, and motion data for users in physical space 3D object selection and manipulation Navigation and wayfinding techniques for moving through virtual and physical spaces Changing application state with system control techniques, issuing commands, and enabling other forms of user input Strategies for choosing, developing, and evaluating 3D user interfaces Utilizing 2D, “magic,” “natural,” multimodal, and two-handed interaction The future of 3D user interfaces: open research problems and emerging technologies 3D interaction is suddenly everywhere. But simply using 3D input or displays isnt enough: 3D interfaces must be carefully designed for optimal user experience. 3D User Interfaces: Theory and Practice, Second Edition is todays most comprehensive primary reference to building state-of-the-art 3D user interfaces and interactions. Five pioneering researchers and practitioners cover the full spectrum of emerging applications, techniques, and best practices. The authors combine theoretical foundations, analysis of leading devices, and empirically validated design guidelines. This edition adds two new chapters on human factors and general human-computer interactionindispensable foundational knowledge for building any 3D user interface. It also demonstrates advanced concepts at work through two running case studies: a first-person VR game and a mobile augmented reality application. Coverage Includes 3D user interfaces: evolution, elements, and roadmaps Key applications: virtual and augmented reality (VR, AR), mobile/wearable devices What 3D UI designers should know about human sensory systems and cognition ergonomics How proven human-computer interaction techniques apply to 3D UIs 3D UI output hardware for visual, auditory, and haptic/ tactile systems Obtaining 3D position, orientation, and motion data for users in physical space 3D object selection and manipulation Navigation and wayfinding techniques for moving through virtual and physical spaces Changing application state with system control techniques, issuing commands, and enabling other forms of user input Strategies for choosing, developing, and evaluating 3D user interfaces Utilising 2D, magic, natural, multimodal, and two-handed interaction The future of 3D user interfaces: open research problems and emerging technologies From video games to mobile augmented reality, 3D interaction is everywhere. But simply choosing to use 3D input or 3D displays isn't 3D user interfaces (3D UIs) must be carefully designed for optimal user experience. 3D User 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 "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."--Publisher's website
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