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Interaction Design for 3D User Interfaces : The World of Modern Input Devices for Research, Applications, and Game Development

جلد کتاب Interaction Design for 3D User Interfaces : The World of Modern Input Devices for Research, Applications, and Game Development

معرفی کتاب «Interaction Design for 3D User Interfaces : The World of Modern Input Devices for Research, Applications, and Game Development» نوشتهٔ Abyarjoo, Fatemeh; Adjouadi, Malek; Barreto, Armando; Ortega, Francisco R.; Rishe, Naphtali، منتشرشده توسط نشر A K Peters/CRC Press در سال 2016. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.

This book addresses the new interaction modalities that are becoming possible with new devices by looking at user interfaces from an input perspective. It deals with modern input devices and user interaction and design covering in-depth theory, advanced topics for noise reduction using Kalman Filters, a case study, and multiple chapters showing hands-on approaches to relevant technology, including modern devices such as the Leap-Motion, Xbox One Kinect, inertial measurement units, and multi-touch technology. It also discusses theories behind interaction and navigation, past and current techniques, and practical topics about input devices. In this new era of computing, where the iPhone, iPad, Xbox Kinect, and similar devices have changed the way to interact with computers, many questions have risen about how modern input devices can be used for a more intuitive user interaction. Interaction Design for 3D User Interfaces: The World of Modern Input Devices for Research, Applications, and Game Development addresses this paradigm shift by looking at user interfaces from an input perspective. The book is divided into four parts: * Theory of input devices and user interfaces, with an emphasis on multi-touch interaction * Advanced topics on reducing noise on input devices using Kalman Filters * A collection of hands-on approaches that allows the reader to gain experience with some devices * A case study examining speech as input Most of the chapters contain exercises that provide practical experience to enhance knowledge of the material in the related chapter. With its hands-on approach and the affordability of the required hardware, this book is an excellent flexible resource for both the novice and the expert in 3D user input device development. Researchers and practitioners will gain a much deeper understanding about user input devices and user interfaces. Game developers and software designers will find new techniques to improve their products by adding intuitive user interaction mechanisms to their games and applications. In addition to the resources provided in the book, its companion website, http://3DInputBook.com, provides additional resources, which include: additional exercises and project ideas, additional chapters, source code, and class instructors' resources. The additional resources are provided to keep helping you with new research and new technology as it becomes available to help you stay up to date Content: Front Cover Dedication Contents Author Biographies List of Contributors Foreword Preface Abbreviations Part I: Theory 1: Introduction 2: Input: Interfaces and Devices 3: Output: Interfaces and Displays 4: Computer Graphics 5: 3D Interaction 6: 3D Navigation 7: Descriptive and Predictive Models 8: Multi-Touch 9: Multi-Touch for Stereoscopic Displays 10: Pen and Multi-Touch Modeling and Recognition 11: Using Multi-Touch with Petri Nets 12: Eye Gaze Tracking as Input in Human-Computer Interaction 13: Brain-Computer Interfaces: Considerations for the Next Frontier in Interactive Graphics and GamesPart II: Advanced Topics 14: Introduction to 3D Math for Input Devices 15: Introduction to Digital Signal Processing 16: Three-Dimensional Rotations 17: MEMS Inertial Sensors and Magnetic Sensors 18: Kalman Filters 19: Quaternions and Sensor Fusion Part III: Hands-On 20: Hands-On: Inertial Sensors for 3D Input 21: Simple Hands-On Project with Unity3D and Oculus Rift 22: Hands-On Approach with Leap Motion 23: Hands-On Approach with Kinect Sensor v2 24: Creating Home-Brew Devices with Arduino Microcontrollers25: Autonomous Bicycle with Gyroscope Sensor 26: Input Implementation Details Part IV: Case Study: Speech as Input 27: Multimodal Human-Like Conversational Interfaces 28: Adaptive Dialog Systems for Health Part V: Appendices A: Displays B: Creating Your Own Virtual Reality HeadSet Bibliography Color Insert Back Cover
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