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3D User Interfaces: Theory and Practice, Second Edition

Book Description

Over the last decade, a new breed of interactive systems has been introduced in consumer, research and industry sectors. Predominantly driven by the mass gaming console market and mobile 3D applications, 3D user interfaces (3D UIs) have found wide acceptance. Technologies making use of 3D UIs include console gaming systems, virtual reality (VR), augmented reality (AR), robot teleoperation, and mobile/wearable computers. Such systems generally are not limited to 2D interaction on a 2D display; rather, they utilize three-dimensional (3D) output and/or input, allowing the user to perceive and act much as she does in the physical world. From the authors who wrote 3D User Interfaces: Theory and Practice, the first comprehensive exploration into 3D UIs, comes the second edition of this well received text. This edition significantly expands upon the original material to capture and structure 3D UI knowledge and to provide guidelines to help current and future developers of 3D systems.

This book features:

·         Basic human factors and human computer interaction

·         Input and output devices for 3D user interfaces

·         Techniques for selection and manipulation, navigation, and system control

·         Design strategies for creating 3D UIs and evaluating their effectiveness

·         Focus on virtual and augmented reality, gaming, human robot interaction, and mobile applications

·         Case studies that run throughout the text to reinforce concepts

Table of Contents

  1. Contents
  2. Part I: Background and introduction
    1. Chapter 1. Introduction to 3D interaction [This content is currently in development.]
    2. Chapter 2. 3D User Interfaces: History and Roadmap
      1. 2.1. History of 3D UIs
      2. 2.2. Roadmap to 3D UIs
      3. 2.3. Scope of this Book
      4. 2.4. Conclusion
  3. Part II: HCI and human factors basics
    1. Chapter 3. General principles of human-computer interaction [This content is currently in development.]
    2. Chapter 4. Human factors fundamentals
      1. 4.1. Introduction and roadmap
      2. 4.2. Information processing
      3. 4.3. Perception
      4. 4.4. Cognition
      5. 4.5. Physical ergonomics
      6. 4.6. Guidelines
      7. 4.7. Conclusion
      8. Recommended reading
      9. References to Add to Bibliography
  4. Part III: Hardware Technologies for 3D User Interfaces
    1. Chapter 5. 3D User Interface Output Hardware
      1. 5.1. Introduction
      2. 5.2. Visual Displays
      3. 5.3. Auditory Displays
      4. 5.4. Haptic Displays
      5. 5.5. Characterizing Displays by Level of Fidelity
      6. 5.6. Design Guidelines: Choosing Output Devices for 3D User Interfaces
      7. 5.7. Case Studies
      8. 5.8. Conclusion
      9. Recommended Reading
    2. Chapter 6. 3D input devices [This content is currently in development.]
  5. Part IV: Designing and Developing 3D User Interfaces
    1. Chapter 7. Selection and manipulation [This content is currently in development.]
    2. Chapter 8. Travel
      1. 8.1. Introduction
      2. 8.2. 3D Travel Tasks
      3. 8.3. Technique Classifications
      4. 8.4. Walking Metaphors
      5. 8.5. Steering Metaphors
      6. 8.6. Selection-Based Travel Metaphors
      7. 8.7. Manipulation-Based Travel Metaphors
      8. 8.8. Other Aspects of Travel Techniques
      9. 8.9. Wayfinding in 3D Environments
      10. 8.10. Design Guidelines
      11. 8.11. Case Studies
      12. Conclusion [This content is currently in development.]
      13. Recommended Reading
    3. Chapter 9. System Control
      1. 9.1. Introduction
      2. 9.2. Classification
      3. 9.3. Physical controllers
      4. 9.4. Graphical Menus
      5. 9.5. Voice Commands
      6. 9.6. Gestural Commands
      7. 9.7. Tools
      8. 9.8. Multimodal Techniques
      9. 9.9. Use cases
      10. 9.10. Design Guidelines
      11. 9.11. Conclusion
      12. Recommended Reading
  6. Part V: Designing and Developing 3D User Interfaces
    1. Chapter 10. Strategies in Designing and Developing 3D User Interfaces
      1. 10.1. Introduction
      2. 10.2. Designing for Humans
      3. 10.3. Inventing 3D User Interfaces
      4. 10.4. Design Guidelines
      5. Recommended Reading
    2. Chapter 11. Evaluation of 3D User Interfaces [This content is currently in development.]
  7. Part VI: The Future of 3D User Interfaces
    1. Chapter 12. The future of 3D interfaces [This content is currently in development.]
  8. References [This content is currently in development.]