3D User Interfaces

Series
Addison-Wesley
Author
Joseph J. LaViola / Ernst Kruijff / Ryan P. McMahan / Doug Bowman / Ivan P. Poupyrev  
Publisher
Addison-Wesley
Cover
Softcover
Edition
2
Language
English
Total pages
624
Pub.-date
March 2017
ISBN13
9780134034324
ISBN
0134034325
Related Titles


Product detail

Product Price CHF Available  
9780134034324
3D User Interfaces
66.30 approx. 7-9 days

Description

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.

Features

  • Cutting-edge guidance on designing 3D UIs for optimal user experience, from a team of world-class researchers and practitioners
  • Teaches new techniques and technologies for gaming, mobile augmented reality, tactile and haptic displays, human-robot interaction, tele-operation, remote collaboration, and VR
  • Covers breakthrough devices such as Oculus Rift, Leap Motion, and Kinect - plus emerging advances in brain input, mobile AR, and beyond
  • Now offers deeper practical insight through three complete running case studies

New to this Edition

This extensively updated Second Edition adds coverage of new 3D UI systems, trends, technologies, and advances; and will more consistently cover practical issues by introducing three case studies that run throughout the book. It fully reflects major advances, including new generations of interactive systems that have been introduced throughout consumer, research, and industry sectors.

 

Moving beyond its earlier strict focus on VR, this edition reflects today's far wider applications of 3D technology. The authors have revisited and extended this book's theoretical sections with new insights, updating the examples, and adding novel areas of research. In particular, they focus on true 3D spatial user interfaces where a user's position and orientation is known, and examines research areas that have rapidly grown since the first edition. These include:

  • Mobile augmented reality
  • Novel tactile and haptic displays
  • Gaming
  • Human-robot interaction and tele-operation
  • Collaborative systems

Table of Contents

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
Chapter 1  Introduction to 3D User Interfaces   3
1.1  What Are 3D User Interfaces?   4
1.2  Why 3D User Interfaces?   4
1.3  Terminology   6
1.4  Application Areas   8
1.5  Conclusion   9
Chapter 2  3D User Interfaces: History and Roadmap   11
2.1  History of 3D UIs   12
2.2  Roadmap to 3D UIs   14
2.3  Scope of this Book 27
2.4  Introduction to Case Studies   27
2.5  Conclusion   30

PART II:  HUMAN FACTORS AND HUMAN-COMPUTER INTERACTION BASICS 31
Chapter 3  Human Factors Fundamentals   33

3.1  Introduction   34
3.2  Information Processing   35
3.3  Perception   41
3.4  Cognition   58
3.5  Physical Ergonomics   66
3.6  Guidelines   74
3.7  Conclusion   75
Recommended Reading   76
Chapter 4  General Principles of Human—Computer Interaction   77
4.1  Introduction   78
4.2  Understanding the User Experience   80
4.3  Design Principles and Guidelines   95
4.4  Engineering the User Experience   109
4.5  Conclusion   121
Recommended Reading   121

PART III:  HARDWARE TECHNOLOGIES FOR 3D USER INTERFACES   123
Chapter 5  3D User Interface Output Hardware   125

5.1  Introduction   126
5.2  Visual Displays   127
5.3  Auditory Displays   153
5.4  Haptic Displays   158
5.5  Characterizing Displays by Level of Fidelity   170
5.6  Design Guidelines: Choosing Output Devices for 3D User Interfaces   171
5.7  Case Studies   178
5.8  Conclusion   183
Recommended Reading   183
Chapter 6  3D User Interface Input Hardware   187
6.1  Introduction   188
6.2  Traditional Input Devices   190
6.3  3D Spatial Input Devices   200
6.4  Complementary Input for 3D User Interfaces   226
6.5  Special-Purpose Input Devices   228
6.6  Do It Yourself (DIY) Input Devices   234
6.7  Choosing Input Devices for 3D User Interfaces   238
6.8  Case Studies   244
6.9  Conclusion   247
Recommended Reading   248

PART IV:  3D INTERACTION TECHNIQUES   251
Chapter 7  Selection and Manipulation   255

7.1  Introduction   256
7.2  3D Manipulation Tasks   257
7.3  Classifications for 3D Manipulation   262
7.4  Grasping Metaphors   264
7.5  Pointing Metaphors   273
7.6  Surface Metaphors   280
7.7  Indirect Metaphors   286
7.8  Bimanual Metaphors   297
7.9  Hybrid Metaphors   301
7.10  Other Aspects of 3D Manipulation   303
7.11 Design Guidelines   309
7.12  Case Studies   312
7.13  Conclusion   314
Recommended Reading   315
Chapter 8  Travel   317
8.1  Introduction   318
8.2  3D Travel Tasks   319
8.3  Classifications for 3D Travel   322
8.4  Walking Metaphors   325
8.5  Steering Metaphors   339
8.6  Selection-Based Travel Metaphors   344
8.7  Manipulation-Based Travel Metaphors   349
8.8  Other Aspects of Travel Techniques   353
8.9  Wayfinding in 3D Environments   361
8.10  Design Guidelines   367
8.11  Case Studies   371
8.12  Conclusion   376
Recommended Reading   377
Chapter 9  System Control   379
9.1  Introduction   380
9.2  System Control Issues   381
9.3  Classification   384
9.4  Physical Controllers   384
9.5  Graphical Menus   386
9.6  Voice Commands   396
9.7  Gestural Commands   398
9.8  Tools   404
9.9  Multimodal Techniques   409
9.10  Design Guidelines412
9.11  Case Studies   414
9.12  Conclusion   417
Recommended Reading   417

PART V:  DESIGNING AND DEVELOPING 3D USER INTERFACES   419
Chapter 10  Strategies in Designing and Developing 3D User Interfaces   421

10.1  Introduction   422
10.2 Designing for Humans   423
10.3 Inventing 3D User Interfaces   436
10.4  Design Guidelines   447
10.5  Case Studies   451
10.6  Conclusion   454
Recommended Reading   454
Chapter 11  Evaluation of 3D User Interfaces   455
11.1  Introduction   456
11.2  Evaluation Methods for 3D UIs   457
11.3  Evaluation Metrics for 3D UIs   460
11.4  Characteristics of 3D UI Evaluations   463
11.5  Classification of Evaluation Methods   468
11.6  Three Multimethod Approaches   470
11.7  Guidelines for 3D UI Evaluation   487
11.8  Case Studies   489
11.9  Conclusion   493
Recommended Reading   493
Acknowledgment   494

Part VI:  THE FUTURE OF 3D INTERFACES   495
Chapter 12  The Future of 3D User Interfaces   497

12.1  User Experience with 3D Displays   498
12.2  3D UI Design   500
12.3  3D UI Development and Evaluation   505
12.4  3D UIs in the Real World   507
12.5  Applications of 3D UIs   509
Bibliography   513
Index   563



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.

Reader Review(s)

“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 today’s 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