3D User Interfaces: Theory and PracticeThe 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
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Contents
Foreword to the Second Edition | |
About the Authors | |
Foundations of 3D User Interfaces | |
Human Factors and HumanComputer Interaction Basics | |
Hardware Technologies for 3D User Interfaces | |
3D Interaction Techniques | |
Travel | |
System Control | |
Designing and Developing 3D User Interfaces | |
THE FUTURE OF 3D INTERFACES | |
The Future of 3D User Interfaces | |
Bibliography | |
Index | |
Other editions - View all
3D User Interfaces: Theory and Practice Joseph J. LaViola,Ernst Kruijff,Ryan P. McMahan,Doug A. Bowman,Ivan Poupyrev No preview available - 2017 |
Common terms and phrases
3D applications 3D environment 3D interaction techniques 3D UI design 3D User Interfaces actions active activity theory allow the user approach augmented reality autostereoscopic button camera Chapter cognitive components cursor depth cues desktop developed discuss display devices effective ergonomics evaluation example exocentric Figure fingers gestures goal graphics handheld haptic display Hartson and Pyla HRTFs human factors human-computer interaction HWDs immersive important input devices issues joystick keyboard Kruijff McMahan menu metaphors methods move movement multi-touch navigation omnidirectional treadmills output devices parallax perception performance Photograph courtesy physical proprioceptive prototype real-world rotation screen sense sensors simulation smartphones space specific stereo Stereopsis surface surround-screen display system control tactile target task tool trackball tracker tracking travel techniques types usability user experience user’s Vergence virtual environment virtual hand virtual object visual display volumetric display wayfinding widgets



