3D User Interfaces: Theory and Practice / Edition 2

3D User Interfaces: Theory and Practice / Edition 2

Pub. Date:
Pearson Education
Pub. Date:
Pearson Education
3D User Interfaces: Theory and Practice / Edition 2

3D User Interfaces: Theory and Practice / Edition 2

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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

Product Details

ISBN-13: 9780134034324
Publisher: Pearson Education
Publication date: 03/30/2017
Series: Usability
Edition description: Reprint
Pages: 624
Product dimensions: 7.00(w) x 8.90(h) x 1.10(d)

About the Author

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 group’s 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 Google’s Advanced Technology and Products (ATAP) division.

Table of Contents

  • Part I: Background and Introduction
  • 1. Introduction to 3D Interaction
  • 2. 3D User Interfaces: History and Roadmap
  • Part II: HCI and Human Factors Basics
  • 3. General Principles of Human-Computer Interaction
  • 4. Human Factors Fundamentals
  • Part III: 3D Interaction Technology
  • 5. 3D Output Devices
  • 6. 3D Input Devices
  • Part IV: Interaction Techniques for Common 3D Tasks
  • 7. Selection and Manipulation
  • 8. Navigation
  • 9. System Control
  • Part V: Designing and Developing 3D User Interfaces
  • 10. Strategies for Designing and Developing 3D User Interfaces
  • 11. Evaluation of 3D User Interfaces
  • Part V: The Future of 3D User Interfaces
  • 12. The Future of 3D Interfaces
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